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Lan Deathrider.5910

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Everything posted by Lan Deathrider.5910

  1. I'm just of the opinion that if some especs get negative stats, then they all should.
  2. > @"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.
  3. > @"Dadnir.5038" said: > > @"The Boz.2038" said: > > > @"Lan Deathrider.5910" said: > > > > > Berserker would greatly benefit from the following: > > > > > > F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon. > > > F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you to exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode. > > > > > > Berserk Mode can be entered at 0, 10, 20, or 30 adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged. > > > > I kinda like where you're going with this, but I'd go a tiny step further. > > Non-berserking and berserk retains three adrenaline bars. > > F1: Spend all adrenaline. Enter berserk for 6 seconds, plus 6 seconds per adrenaline bar spent. This, at 3 bars, lasts longer than the current one, but at the shortest allows for a quick pop-in, and execution of one burst (two with certain skills and traits). > > F1 (in berserk): Execute the rage burst. All rage bursts are T1, spend one bar. Otherwise unchanged. > > F2 (in berserk only): Ends berserk instantly, perform a medium (comparable to GS1-1) strike around you, expend all adrenaline, gain might based on adrenaline spent. > > F3 (in berserk only): Increases current berserk by 5 seconds, regains ~33 Endurance, spends one bar of adrenaline. 10s cooldown. > > This would allow the warrior more control over their berserk duration. They could pop in and out based more on their build, and less on the clunky, slow-to-build, locked-in style they have right now. > > Why not just have berserk mode 15s CD just start when you use berserk mode. That would hopefully save the traits that depend on adrenaline use more faithfully than anything else. That would be nice as well to be honest but I don't think the warriors really want a means to exit directly more than anything related to CD.
  4. > @"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. > —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. > —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? > —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. > _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. > —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. > —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? > _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. > —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. > —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. > —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.
  5. > @"Kodama.6453" said: > > @"Shaogin.2679" said: > > > > I listed it because it is widely used as a support spec and performs incredibly well in the role. Also, even if you want to deny it as a support spec, there is no point in delving into an off topic rant about it here, since it neither disproves my point nor does it have anything to do with this thread. > > I agree with your general point, it was always weird for me that druid is basically hard locked into a healer support role while other support elite specs have no such restrictions. They can run condi pretty well. > One of my major complaints about firebrands in the past has been that they are just too versatile. It feels like they can do basically everything, since their elite spec mechanic just gives them so many different tools. Just means that Firebrands don't have a proper tradeoff now doesn't it? Honestly Imbued Haste should have a stat penalty on it. Ditto for Laser's Edge for Holo.
  6. > @"Konrad Curze.5130" said: > > @"Lan Deathrider.5910" said: > > Sounds like you should be playing Holo of FF14 then. Neither would be bad choices. > > > > nah, despite what it may look like Im not too keen of holo either, its just the perfect class to draw comparisons to berserker from a design and mechanical PoV._ > > I already play firebrand and renegade, why would I settle for anything less than vast overpoweredness if Anet lets me pick it free of any cost whatsoever. specs that are simply better than the rest for no reason, they just are. > > > @"Lan Deathrider.5910" said: > > That said you would be better served talking about how to make Berserker function better at a higher level in regards to it's own mechanics rather than be QQing about it in relation to a different espec from another class. > > yeah, because that has worked wonders for the hundreds if not thousands of people that have been talking about how to make Berserker function better at a higher level for years and years. because you know, they have not been totally, completly, utterly neglected and ignored all this time, right > > I mean, berserker did get a rework long ago, which in many ways left it in a more ackward (if not downright worse) spot. and since that radio silence. > > and you still have faith that constructive criticism does anything? man, I admire your tenacity Tenacious like a badger. That said Anet does respond in their own time. I just expect no serious changes until pre EoD patch.
  7. > @"Konrad Curze.5130" said: > > @"Lan Deathrider.5910" said: > > > @"Konrad Curze.5130" said: > > > fine, I'll mend my statement > > > > > > a berserker is not a core warrior with 2 trait lines when out of berserker > > > > > > a berserker is a core warrior with 2 trait lines when out of berserker, plus a couple incredibly underwhelming extra effects that amount to 10% of a trait line, 15% being very generous, and only if you consistently pick the worst of the options presented for each tier > > > > 10% increased healing from all sources is a pretty nice bonus. > > An extra 5%-10% extra critical damage is a pretty nice bonus. > > ~5-10% more condition damage is a pretty nice bonus. > > Burning on rage skills is extra damage and cover conditions. Cover conditions are pretty important. > > Fire aura is extra might. Might is extra sustain and DPS for warriors. > > > > All of those are the kind of traits that other specs would take within a traitline. > > > > The problem with Berserker is that access to core mechanic traits are locked into Berserk Mode, which we do not have the ability to end on our own, nor are we able to enter it without full Adrenaline. > > > > Berserker would greatly benefit from the following: > > > > F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon. > > F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you o exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode. > > > > Berserk Mode can be entered at 0, 10, 20, or 30 Adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 Adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged. > > > > > > > > > > holosmith skills and weapon get increased effects when you are above a certain heat threshold > berserker skills increase berserker duration > > holosmith skills(and weapon, and toolbelts) gain effects when you are out of forge, they are designed to be enhanced when out of holo. And you dont have to trait for this, it comes baseline. > > berserker skills lose effects when you are out of berserker, increased berserker duration when not in berserker does nothing at all. berserker skills are diminished when out of berserker, they do less > > > just a cursory look at the most basic level of the design of each spec tell us all we need to know to see which spec took some brainpower to make and which one was made by the dev's 4 year old son while daddy was procrastinating, probably playing FFXIV > Sounds like you should be playing Holo of FF14 then. Neither would be bad choices. That said you would be better served talking about how to make Berserker function better at a higher level in regards to it's own mechanics rather than be QQing about it in relation to a different espec from another class.
  8. > @"Konrad Curze.5130" said: > fine, I'll mend my statement > > a berserker is not a core warrior with 2 trait lines when out of berserker > > a berserker is a core warrior with 2 trait lines when out of berserker, plus a couple incredibly underwhelming extra effects that amount to 10% of a trait line, 15% being very generous, and only if you consistently pick the worst of the options presented for each tier 10% increased healing from all sources is a pretty nice bonus. An extra 5%-10% extra critical damage is a pretty nice bonus. ~5-10% more condition damage is a pretty nice bonus. Burning on rage skills is extra damage and cover conditions. Cover conditions are pretty important. Fire aura is extra might. Might is extra sustain and DPS for warriors. All of those are the kind of traits that other specs would take within a traitline. The problem with Berserker is that access to core mechanic traits are locked into Berserk Mode, which we do not have the ability to end on our own, nor are we able to enter it without full adrenaline. Berserker would greatly benefit from the following: F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon. F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you to exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode. Berserk Mode can be entered at 0, 10, 20, or 30 adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged.
  9. > @"Kodama.6453" said: > > @"Konrad Curze.5130" said: > > > > a warrior with berserker on cooldown is literally a core warrior with 2 trait lines instead of 3. zero effect whatsoever. > > False. > Effects which you can get from the berserker trait line while berserk mode is on cooldown: > * rage skills inflict burning > * 7% of precision is converted into ferocity > * +120/+240 condition damage, based on you using a torch or not > * increased burning duration, fire aura on crit and berserker skills detonating fire auras to inflict damage and burning > > You forgot: 10% increased healing from all sources 3 might stacks and Stability when breaking stuns. So, in all. out of 9 traits 6 have effects outside of Berserk Mode. The real issue is that so much of Warrior sustain and DPS is focused on hitting with Burst skills and while not in Berserk Mode that is locked out. That and a Holo can leave Photon forge after 6s if they so choose to, whereas a Berserker has to stay in Berserk Mode until the timer runs out. I think that and the -300 toughness are more fair to discuss here.
  10. > @"Grand Marshal.4098" said: > > @"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! Arms: Mid/Top/Top Defense: Mid/Mid/Mid Spell: Bot/Mid/Mid or Bot You have potentially 500 Ferocity from Arms, 50% crit against CC'd foes, and 100% crit on burst. Defense set is only really viable path, but offers more power, regen, and condi management along with extra damage reduction. Spellbreaker path is obvious in it's intent. It's possible, just you are pigeon holed into one path each on Arms and Defense. Arms: Top/Bot/Top Defense: Mid/Mid/Mid Berserker: Bot/Bot or Top/ Top This one is less obvious since it takes condi traits from Arms and plays like a power build. Run Viper with a few Bringer pieces, condi duration runs, Throw Bolas and a rifle. Enjoy effective 100% immobilize duration (they all round up at 97% duration) and uptime and Vulnerability. Stay on their flank to minimize return fire, Defense line for more direct mitigation of power and condi. Would work better with Tactics instead of Defense though for the extra immobs on cripple along with sword/x on the secondary set. Use condition on crit/weapon swap sigils to provide cover condis for the immob. You can also do it with core using Strength or Discipline. If there were a Power/Expertise/Precision/Ferocity set I'd be running that all day every day, but it can work with Viper + Bringer though you'd have to lean into the hybrid damage. > 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. We really can't compare the power levels of traits across classes as they are relative to their traitline's inherent power levels, though I think that there should be some normalization across the tiers. > 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. Well Arms was the tree that originally increased crit chance and condition damage and that identity remained with the rollout of specializations. Our Arms is more comparable to the Necro's Curses traitline.
  11. > @"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. > (Although I do have to wonder if the way adrenaline works might be part of the problem. I wouldn't call myself an expert roamer, but what experience I do have in roaming battles is that with the wide open spaces available, usually you need to be able to dump a lot of damage on a target at short notice to have any real chance at bringing them down. Since adrenaline requires a buildup and decays quickly out of combat, it can be difficult to use against an opponent who's willing to keep resetting the fight until they get a perfect engage. Maybe there's room for a variant which has weaker adrenaline, but can start combat with at least one bar without blowing a potentially important cooldown to do it?) That depends partially on what traits you take. There are very good adrenaline gain traits, but are either in a outdated traitline (Furious in Arms), or compete directly with a very important sustain/dps trait (Merciless Hammer in Strength, the CD is against defiance bars not players FYI). If you can live without MMR (literally), and have enough damage to justify not taking Berserker's power, then Merciless Hammer is hands down the best way to gain adrenaline as a warrior of any spec. If you hit three people with Earthshaker, then you get 30 Adrenaline back, ditto for any of the other AoE CCs or CCs that cleave. If the new espec gives F2-F4 as support 'bursts' then Merciless Hammer will become a very important skill to fuel adrenaline. As much as I want Rifle to have more damage, it is a great secondary weapon to keep building adrenaline when someone kites you, in addition to limiting their ability to kite. That and an easy 24 stacks of vulnerability, and Volley to force out dodges before you spike them again.
  12. I know a large number of Revenants what Greatsword with the new espec, so I'd throw my vote that direction. I think a Iajitsu set of skills would be interesting.
  13. > @"Grand Marshal.4098" said: > > @"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. Try Some different runes on your Berserker. Durability runes are quite nice on the spec, also Dead or Alive is a nice healing boost to MMR, MM, and Vigorous Shouts. I suspect that they will go the Spellbreaker route and have a new F2 (hopefully OH bursts in that case) or that they will go the Renegade route with F1 being T1 core bursts and F2, F3, and F4 being some sort of AoE party buffs that may or may not be boons with none sharing cooldowns, and only 10 adrenaline being consumed per use. That last one may be best since then you could blow all the buffs for the T3 Cleansing Ire, Berserker's Power, and Adrenal Health so long as they make so that merely consuming adrenaline activates them (at least for the new espec).
  14. > @"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.
  15. > @"Psycoprophet.8107" said: > > @"Lan Deathrider.5910" said: > > > @"Fat Disgrace.4275" said: > > > > @"Lan Deathrider.5910" said: > > > > > @"RedShark.9548" said: > > > > > Is bandits defense still a thing? Last time i seriously played gw2 pretty much every thief ran that kitten op skill with low cd, stunbreak, block and knockdown. > > > > > > > > > > Impossible to lockdown when that thing is on 16s cd > > > > > > > > I honestly never encounter it, and I fight a lot of thieves in WvW. Its all shadowsteps and Assassin's Signet. > > > > > > Theres a lot of them using it now, that or roll for ini. > > > > Hmm not the ones I've fought recently. It's a great skill to be honest and I wish warrior had it instead. > > I don't get how its great lol, I rarely see thieves using it cuz the 1 1/4 length block. If it was 3 secs or so similar to Ranger or shield block maybe. I'd way rather have bandits defense work like shield block or rangers gs skill where u can block for a duration instead of having to block right as the damage is occurring. Knock downs great but I think most thieves would give it up for a longer block duration or a block like rangers with push back, even with loss of the stunbreak. Because it is also a stunbreak and a counter CC follow-up flip over skill. If it had a 3s Block then it would be elite worthy.
  16. > @"Telgum.6071" said: > > @"Lan Deathrider.5910" said: > > http://gw2skills.net/editor/?PKwAEdflJwSYXMRWJOST6LPA-zRJYiRNfZEYKERFYy0IgZAA-e > > > > Great sword + axe/axe. Maurader, might upon might, heals on might gain, lots of endurance gain for dodging. Dodge when you need to, heal at 50% hp, preferably when you have conditions for more healing. > > > > You can run defense mid top top instead of tactics if you prefer. Mace shield instead of dual axes or the greatsword if you need a cc set for breakbars. Brave Stride now gives stab on movement skills with a 1s CD, but gw2Skills is not updated yet. > > I'm not sure if that build is up to date but, does that have more survival and damage than spellbreaker if you remove the Tactics branch? I think Spellbreaker has more damage but I'm not so sure about the survival chances. Sure Full Counter is good but Tactics sustain is also good. For pve yes it is still current. Tactics offers 7% for impaired targets, 1% per boon on you, and 25% vs high health targets or 50% vs barrier. It is feast or famine in dps regards but on the top end is the highest you'll get from a traitlines. Just very situational. Try Str/Tactics/Spellbreaker. It would have the b st balance on sustain and dps, just losing out on fast hands and shorter burst CDs. Edit: swap Disc for Spellbreaker mid/mid/bot or top/mid/bot. First one is lots of sustain and 10% more damage, the other is still lot sustain but with a bit more damage.
  17. > @"Gotejjeken.1267" said: > > @"Lan Deathrider.5910" said: > > > @"Gotejjeken.1267" said: > > > > @"nopoet.2960" said: > > > > > @"NorthernRedStar.3054" said: > > > > > > @"nopoet.2960" said: > > > > > > I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely. > > > > > > > > > > You do realize that's fundamentally broken and impossible to balance? > > > > > > > > How would you exploit it? > > > > > > If we're talking about not having a weapon swap cooldown, then, on swap sigils mostly. You'd do hornet sting, could swap and say get 3 condis cleared, then immediately swap back for another 3. There are also traits that would get broken pretty bad, like getting fury / swiftness on swap, would get a lot out of those with little downside. > > > > > > If you like that kind of play though, look into Quick Draw. It does very similar to what you want but only on skills used and not the swap itself. > > > > Weapon swap sigils of the same type share CDs even if they are on different weapons. > > > > From the wiki: > > > > "A character can always equip two sigils at a time (either one sigil each on a main-hand and off-hand weapon, or two sigils on a two-handed weapon). In general, the two sigils will both provide their effects independently as long as the base sigil is different. The exceptions to this are the attribute increasing stacking sigils: only one stack effect can be active at a time. Additionally, sigils with the same base sigil will share cooldowns between weapon sets. > > > > Examples > > A warrior is wielding a greatsword with both a Superior Sigil of Air (chance to deal additional damage to target on critical hit) and a Superior Sigil of Earth (chance to inflict Bleeding on critical hit) attached to it. Both sigils will roll their chance to activate on every attack the warrior makes, and each sigil will run its own cooldown timer after it activates. > > A thief is wielding a main-hand dagger with a Minor Sigil of Agony (+10% Bleeding duration) and an off-hand pistol with a Major Sigil of Agony (+15% Bleeding duration). Only the major sigil's effect will apply, giving the thief +15% bleeding duration. > > **A warrior with Fast Hands is wielding a greatsword and axe/mace, with Superior Sigil of Battle in both weapon sets. He can swap weapons every 5 seconds, but the sigils will trigger only every 9 seconds, since they share cooldown.** > > A mesmer is wielding a scepter with a Minor Sigil of Bloodlust (gain a stack of +Power for every kill) and a focus with a Major Sigil of Perception (gain a stack of +Precision for every kill). The main-hand's stacking sigil will take precedence, and the mesmer will only gain stacks of Bloodlust." > > > > Relevant part bolded. > > > > Also the traits you are worrying about have built in 9s CDs so they wouldn't even be the problem you think they would be. > > Even so, you can still have say Cleansing and Energy, both on-swap but different base. That's three conditions cleared and half your stamina back. > > You are also now tying cooldown reduction as a result of using a weapon skill, which as far as I'm aware does not currently exist as a mechanic. Double that up with aforementioned Quick Draw trait and you could have instant back to back weapon swap + sigil procs + cooldown of the next skill you use... > > So no, it wouldn't balanced. I made no statement on balance other than to point out your misinformation on certain CDs that you were making your own conclusions off of. Also if quickdraw would break it, then the solution would be for it to replace quickdraw would it not, or to be from a trait within the same tier?
  18. > @"Strider Pj.2193" said: > With the exceptions of the very vocal special people in team chat, most people I have encountered in WvW are helpful. > > Continue to work with people. You may even forge lasting game friendships. > > Hint: if you run close to the Warclaw, you get a speed buff that helps you keep up, called ‘Warclaw’s Blessing’. Also, swap out a trait or skill that gives you speed buffs (may have a couple depending on your class), so you can keep closer to other Warclaw players. You might lose a little damage or defense, but there is safety in numbers. (Literally and figuratively) > > Oh, and yes, many of us are a little salty about the lack of attention. That being said, it isn’t directed at you specifically, more the idea and concept of being provided even a shred of respect by the developers. Hugging the kitty only works if the kitty rider has the relevant World Ability FYI. That said kitties need hugs, so please hug you kitty today. At OP. Consider Runes of Speed for your WvW build.
  19. > @"Gotejjeken.1267" said: > > @"nopoet.2960" said: > > > @"NorthernRedStar.3054" said: > > > > @"nopoet.2960" said: > > > > I finally got my ranger to 80. I play shortbow, sword/dagger. I wish if you swapped weapons directly after hornet sting it wouldn't trigger a swap cool down. That would play into the skirmishing traits nicely. > > > > > > You do realize that's fundamentally broken and impossible to balance? > > > > How would you exploit it? > > If we're talking about not having a weapon swap cooldown, then, on swap sigils mostly. You'd do hornet sting, could swap and say get 3 condis cleared, then immediately swap back for another 3. There are also traits that would get broken pretty bad, like getting fury / swiftness on swap, would get a lot out of those with little downside. > > If you like that kind of play though, look into Quick Draw. It does very similar to what you want but only on skills used and not the swap itself. Weapon swap sigils of the same type share CDs even if they are on different weapons. From the wiki: "A character can always equip two sigils at a time (either one sigil each on a main-hand and off-hand weapon, or two sigils on a two-handed weapon). In general, the two sigils will both provide their effects independently as long as the base sigil is different. The exceptions to this are the attribute increasing stacking sigils: only one stack effect can be active at a time. Additionally, sigils with the same base sigil will share cooldowns between weapon sets. Examples A warrior is wielding a greatsword with both a Superior Sigil of Air (chance to deal additional damage to target on critical hit) and a Superior Sigil of Earth (chance to inflict Bleeding on critical hit) attached to it. Both sigils will roll their chance to activate on every attack the warrior makes, and each sigil will run its own cooldown timer after it activates. A thief is wielding a main-hand dagger with a Minor Sigil of Agony (+10% Bleeding duration) and an off-hand pistol with a Major Sigil of Agony (+15% Bleeding duration). Only the major sigil's effect will apply, giving the thief +15% bleeding duration. **A warrior with Fast Hands is wielding a greatsword and axe/mace, with Superior Sigil of Battle in both weapon sets. He can swap weapons every 5 seconds, but the sigils will trigger only every 9 seconds, since they share cooldown.** A mesmer is wielding a scepter with a Minor Sigil of Bloodlust (gain a stack of +Power for every kill) and a focus with a Major Sigil of Perception (gain a stack of +Precision for every kill). The main-hand's stacking sigil will take precedence, and the mesmer will only gain stacks of Bloodlust." Relevant part bolded. Also the traits you are worrying about have built in 9s CDs so they wouldn't even be the problem you think they would be.
  20. If its Kaineng City? Sure. I'd love an urban WvW map, but that is my opinion.
  21. > @"Fat Disgrace.4275" said: > > @"Lan Deathrider.5910" said: > > > @"RedShark.9548" said: > > > Is bandits defense still a thing? Last time i seriously played gw2 pretty much every thief ran that kitten op skill with low cd, stunbreak, block and knockdown. > > > > > > Impossible to lockdown when that thing is on 16s cd > > > > I honestly never encounter it, and I fight a lot of thieves in WvW. Its all shadowsteps and Assassin's Signet. > > Theres a lot of them using it now, that or roll for ini. Hmm not the ones I've fought recently. It's a great skill to be honest and I wish warrior had it instead.
  22. > @"Weerus.3701" said: > > @"Lan Deathrider.5910" said: > > Frankly you don't even need banners in FotM. Stuff dies quick enough without them, that and some fights are too mobile to make full use of them anyway. > > > > You really want: > > 1 Healer (HFB or Druid, Druid brings 25 might and spotter fwiw) > > 1 Quickness support (Chrono or Quickbrand) > > 3 DPS one of which could be banners if it is insisted upon. Doesn't matter on the class so long as they bench +29k on a stationary golem. > > > > That's it. so long as none of the players are utter noobs who don't know the mechanics that will clear any FotM in a timely manner. > > > > I lump alacrity in with banners as far as nice to have, but not really a requirement. If you are speed running your dailies, then sure it'll help, but no it isn't needed and you can get a run down in a timely manner with alacrity or banners. > > I just made HFB with help of snowcrows site and I think my quickness is pretty much permanent, outside of content where we cannot stack really. Great. Take another dps then. > Couldn't my staff and an ele for example keep 25 stacks? Also how much does spotter contributes? What does fwiw mean? My warrior with Phalanx Strength can do 25 might for the party, but Druid does it the quickest. Spotter is 100 precision. Fwiw: for what it's worth > In my experience, a healer or some sort of support is kinda needed or people tend to die a lot. I'm playing with only 1 RL friend and we need to pug 3 people. He is BS main and working on alacrity rev atm. And I'm condi mirage main and just made hfb. > > What should we play and pug to make it easiest and most effortless? You do need at least one support. Druid or HFB should be enough. Having one DPS as a Reaper is helpful since they can hard carry a screwup. But having players that know their rotations and the content matters the most for making it easy and effortless. Knowing when to swap utilities between fights helps as well. Like slotting shield of the avenger when going into a projectile heavy fight.
  23. > @"RedShark.9548" said: > Is bandits defense still a thing? Last time i seriously played gw2 pretty much every thief ran that kitten op skill with low cd, stunbreak, block and knockdown. > > Impossible to lockdown when that thing is on 16s cd I honestly never encounter it, and I fight a lot of thieves in WvW. Its all shadowsteps and Assassin's Signet.
  24. What @"Ronan.9518" said. Do the easy WvW dailies. Cap camps for at least 10 minutes a day. If you have boosters for reward track gain, then you really could just spend 4ish hours on a lazy day capping camps and gift your gift of battle. It's frankly the easiest part of the Legendary journey.
  25. Frankly you don't even need banners in FotM. Stuff dies quick enough without them, that and some fights are too mobile to make full use of them anyway. You really want: 1 Healer (HFB or Druid, Druid brings 25 might and spotter fwiw) 1 Quickness support (Chrono or Quickbrand) 3 DPS one of which could be banners if it is insisted upon. Doesn't matter on the class so long as they bench +29k on a stationary golem. That's it. so long as none of the players are utter noobs who don't know the mechanics that will clear any FotM in a timely manner. I lump alacrity in with banners as far as nice to have, but not really a requirement. If you are speed running your dailies, then sure it'll help, but no it isn't needed and you can get a run down in a timely manner with alacrity or banners.
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