anyone else as happy as i am ? — Guild Wars 2 Forums

anyone else as happy as i am ?

RedShark.9548RedShark.9548 Member ✭✭✭✭

hell yea boys, i love the changes to horn and shouts in WvW, anyone else ? thoughts ?
finally my shoutwarri build is better than it ever was, thanks anet, finally a patch im rly happy about

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  • Defiant Stance buff made me RIDICULOUSLY excited to go WvW tonight

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    Those changes will make me use my Warhorn and shouts :) I prefer Shake it Off to Berserker Stance anyway and now it will feel extremely satisfying to use (even more than before)

    Be part of the most pessimistic and negative group of people to ever exist. Join the GW2 community now! wink wink
    Proud member of [FIRE] on RoF "... since day 1!"
    Infraction Farmer Extraordinaire & Leader of the Big Beautiful Choya

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    It's interesting changes for sure. Anyone have a example of a shoutwarrior build they want to share?

  • cryorion.9532cryorion.9532 Member ✭✭✭
    edited July 10, 2018

    While for PvP/WvW, this patch was surely nice, for PvE, it was minor big nerf to dps + they still did not adjust aftercasts of certain skills, nor made Eviscerate being affected by quickness. Skills like Kick, To the Limit and Eviscerate really need their aftercasts reduced/removed :( maybe next time

  • RedShark.9548RedShark.9548 Member ✭✭✭✭

    @Rysdude.3824 said:
    It's interesting changes for sure. Anyone have a example of a shoutwarrior build they want to share?

    sure bro, ive made a post a while back, its still basically the build i play now, now its just waaay better

    https://en-forum.guildwars2.com/discussion/29523/revive-of-the-worker

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    @RedShark.9548 said:

    @Rysdude.3824 said:
    It's interesting changes for sure. Anyone have a example of a shoutwarrior build they want to share?

    sure bro, ive made a post a while back, its still basically the build i play now, now its just waaay better

    https://en-forum.guildwars2.com/discussion/29523/revive-of-the-worker

    I appreciate it! And nice build. I love that it still uses Spellbreaker as well. I imagine it would be just as good in smallscale group roaming as in a zerg as well. Beautiful sustain

  • Solori.6025Solori.6025 Member ✭✭✭✭

    YEa but....Did they nerf natural healing and not document it

    Tingle my stingleberry

  • RedShark.9548RedShark.9548 Member ✭✭✭✭
    edited July 10, 2018

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    why ? i dont rly see a change, i never use it tho....but on my build right now it heals for 12k.... healing shout is there better tho

    @cryorion.9532 said:
    While for PvP/WvW, this patch was surely nice, for PvE, it was minor nerf + they still did not adjust aftercasts of certain skills, nor made Eviscerate being affected by quickness. Skills like Kick, To the Limit and Eviscerate really need their aftercasts reduced/removed :( maybe next time

    yea power war in pve took kind of a big hit, didnt it ? im not playing pve but it looks kinda bad for them

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    You mean how it procs attacker's insight?

  • Solori.6025Solori.6025 Member ✭✭✭✭
    edited July 10, 2018

    @RedShark.9548 said:

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    why ? i dont rly see a change, i never use it tho....but on my build right now it heals for 12k.... healing shout is there better tho

    @cryorion.9532 said:
    While for PvP/WvW, this patch was surely nice, for PvE, it was minor nerf + they still did not adjust aftercasts of certain skills, nor made Eviscerate being affected by quickness. Skills like Kick, To the Limit and Eviscerate really need their aftercasts reduced/removed :( maybe next time

    yea power war in pve took kind of a big hit, didnt it ? im not playing pve but it looks kinda bad for them

    EDIT: Ignore me I'm dumb, I realized the issue

    Tingle my stingleberry

  • Solori.6025Solori.6025 Member ✭✭✭✭
    edited July 10, 2018

    @Rysdude.3824 said:

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    You mean how it procs attacker's insight?

    EDIT: Nope Im dumb, ignore me

    Tingle my stingleberry

  • Rysdude.3824Rysdude.3824 Member ✭✭✭
    edited July 10, 2018

    @Solori.6025 said:

    @Rysdude.3824 said:

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    You mean how it procs attacker's insight?

    natural healing is the meditation heal skill. . . .

    Yes. Using it procs attacker's insight which got nerfed a tiny bit. Sorry thought thats what you were referring to.

  • Solori.6025Solori.6025 Member ✭✭✭✭

    @Rysdude.3824 said:

    @Solori.6025 said:

    @Rysdude.3824 said:

    @Solori.6025 said:
    YEa but....Did they nerf natural healing and not document it

    You mean how it procs attacker's insight?

    natural healing is the meditation heal skill. . . .

    Yes. Using it procs attacker's insight which got nerfed a tiny bit. Sorry thought thats what you were referring to.

    No, I was refering to the heal, which I realized was showing a reduced number, because I was not in a city when I was looking through all the number changes
    So all of my values were WAAAAAYYY off..

    Tingle my stingleberry

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    Curious, I wasn't playing during the warrior worker meta, but hammer is chosen for Cc and Sword is chosen for the movement and imob?

  • RedShark.9548RedShark.9548 Member ✭✭✭✭
    edited July 10, 2018

    @Rysdude.3824 said:
    Curious, I wasn't playing during the warrior worker meta, but hammer is chosen for Cc and Sword is chosen for the movement and imob?

    yep, also adds so much more boonrip via traits, jumping into 5 ppl with hammerstun and interrupt just one and you rip boons of all of them, making it more likely to interrupt with your next thing, ripping even more boons and so on, best combo hammerstun, fullcounter, hammerstun, so much rip potential, also added absorption sigil on hammer instead of the precision/ferocity one

  • Rysdude.3824Rysdude.3824 Member ✭✭✭

    Thanks for the tip!

  • Sword: nice (especially flurry. Useful at last? I think so)
    Shouts: very nice. Quite powerful now
    Warhorn: I don't play wvw. It's the best place where I can see it used. Not for me but will be appreciated I think

    Peak performance and attacker insight: Why? Why the hell do you nerf power war now for god's sake (hey, everybody have the right to complan when its main build is attacked.)

    Missing: One or two more change to Tactics traits would have been nice. However, what's missing is the rifle. Not coming now. Maybe next time. I've been ready to give up on this weapon but who nows? Also true for eviscerate (shame for a weapon using quickness).

    Maybe I should try to exploit sword and shouts a bit more. Just for fun

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭

    Warhorn+trait used to be solid general condi-clean... Now it's more remembering which laundry list you're supposed to cure from, but with the trait, getting a WvW/raid-sized clear on a wealth of conditions is a good thing. Doesn't help me much for fractals/solo/open world nearly as much, so it feels like a nerf. Then again, shifting trait condi clear to the warhorn itself is a great bonus for everyone else. I'm also sad to lose the AoE weakness on #5, since I use Cull the Weak.
    So.. while I personally got a nerf, the balance changes there are better for the game overall. :cookie:

    Shout changes might very well make up for it. Two hits of FGJ! is going to mean better uptime for my fractal team, and an extra stunbreak from SIO! is going to be golden.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • I think they're good changes for wvw, it'll probably take some getting used to on the warhorn to determine which skill we use. That might have been a bit of a nerf IMHO because you'll have to be more mindful on which skill you're using, vs before charge or call to arms could both remove burn with the trait now it's just one of the skills. Time will tell if it was a good change or bad change, we'll just have to be more mindful of what skills we use. TBH I am looking forward a little bit to being able to play closer to the support roll I used to love running on Warrior.

    #nornmodeisbestmode

  • Aigleborgne.2981Aigleborgne.2981 Member ✭✭
    edited July 10, 2018

    @Rauderi.8706 said:
    Warhorn+trait used to be solid general condi-clean... Now it's more remembering which laundry list you're supposed to cure from, but with the trait, getting a WvW/raid-sized clear on a wealth of conditions is a good thing. Doesn't help me much for fractals/solo/open world nearly as much, so it feels like a nerf. Then again, shifting trait condi clear to the warhorn itself is a great bonus for everyone else. I'm also sad to lose the AoE weakness on #5, since I use Cull the Weak.
    So.. while I personally got a nerf, the balance changes there are better for the game overall. :cookie:

    Shout changes might very well make up for it. Two hits of FGJ! is going to mean better uptime for my fractal team, and an extra stunbreak from SIO! is going to be golden.

    I'm not sure it is a nerf. In heavy condition situations, you can now clear 10 conditions with those 2 skills (untrainted) vs 7 before (traited).
    With 9 people around, it is also 20 adrenaline gained.
    It's a tradeof, but now warhorn is certainly more usable without trait at least.
    However, after playing with it and reading description again, I don't understand why charge cures burning as it says "inbiting conditions", I would have switched slow and burning between Charge and Call to Arms. Finally, Call to Arms doesn't cure Bleeding, and this might prove quite annoying since we can't cure it anymore with warhorn.

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭
    edited July 10, 2018

    @Aigleborgne.2981 said:

    I'm not sure it is a nerf. In heavy condition situations, you can now clear 10 conditions with those 2 skills (untrainted) vs 7 before (traited).

    The condi-clear bundles are .. okay. But they're also cognitive load on trying to remember what it is they do.
    Charge purges most movement-related conditions, and burning for some reason.
    Call to Arms removes . . miscellaneous. Many of which are low-concern conditions. I'd rather have the generalized 2 than a targeted 5. I'd even take 2-sec Resistance over what it does now. It also removed inflicting Weakness on enemies, which I'm unhappy about.
    It's definitely a WvW/raid-oriented change, and it leaves me weaker for it.

    If I were going to make those cleanse-bundles more consistent:
    Charge: Movement and speed-related: Cripple, Immobilize, Chill, Slow, Torment, Fear, Taunt
    Call to Arms: Most DoTs and action-related: Weakness, Poison, Confusion, Bleeding, Burning, Vulnerability, Blind
    With the right theme/alignment of cleansing, it's more instinctual to know what these do in combat.

    With 9 people around, it is also 20 adrenaline gained.

    I don't raid or WvW, so that's not going to help me. And unless I get some serious alacrity from somewhere else, adrenaline generation hasn't been a problem for me.

    It's a tradeoff, but now warhorn is certainly more usable without trait at least.

    Indeed! I can lament my personal nerf and still be happy for the folks who got new reason to pick up warhorn. The changes were more sensible for the game at large.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • Red Haired Savage.5430Red Haired Savage.5430 Member ✭✭✭✭
    edited July 10, 2018

    I just noticed the new warhorn skills do nothing to bleed, blind, fear, and taunt. Thoughts? I mean we still have ways of removing those with skills on a longer cooldown...but the conditional removal just still isn't sitting right with me. I also haven't had a chance to play yet though...bleed to me is probably the biggest thing.

    #nornmodeisbestmode

  • My shout healer warrior is very very happy atm!

  • @Red Haired Savage.5430 said:
    I just noticed the new warhorn skills do nothing to bleed, blind, fear, and taunt. Thoughts? I mean we still have ways of removing those with skills on a longer cooldown...but the conditional removal just still isn't sitting right with me. I also haven't had a chance to play yet though...bleed to me is probably the biggest thing.

    It could only remove fear from allies, not yourself unless you have stability or make it a stunbreak. The later would be great on charge with fear replacing burning.
    I agree current changes are awkward. I would have prefered a whole new functionnality for Calls to Arms. These changes are really focused on raids and WvW.

    I'm more happy with other changes (sword, defiance).
    A bit disapointed with tactics : only one trait changed, I would have expected more :)
    Not to mention no Berserker power update, but it got condi buff, can't have everything I guess.

  • reikken.4961reikken.4961 Member ✭✭✭
    edited July 10, 2018

    I appreciate the sword changes. It's almost like they read the topic I posted a couple months ago.

    (psa: spellbreaker+flurry is even more bugged now)

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    I'm running Wanderer's stats now (Power, Toughness Vit and concentration) with Sword Warhorn + Dagger Axe/Shield and it's absolutely awful but I love it and will not play anything else for a while.

    Strength 1 3 2
    Tactics 1 3 2
    Spellbreaker 2 1 3

    Utility spells:
    To the limit/Defiant Stance
    Break Entchantments
    For Great Justice
    Shake it Off
    Bubble

    Just trying out the Strength for Might makes Right and the additional HP, I personally prefer Discipline, if I have to I take Defense, though today it wasn't much of an issue

    Be part of the most pessimistic and negative group of people to ever exist. Join the GW2 community now! wink wink
    Proud member of [FIRE] on RoF "... since day 1!"
    Infraction Farmer Extraordinaire & Leader of the Big Beautiful Choya

  • Oglaf.1074Oglaf.1074 Member ✭✭✭✭
    edited July 10, 2018

    The unecessary nörf to Power DPS kinda of made me a bit too sour to enjoy the other changes...

    Please Anet give us a hide Chest Armour-option. Tattoo-clad Norns everywhere beg of you.

  • @reikken.4961 said:
    I appreciate the sword changes. It's almost like they read the topic I posted a couple months ago.

    (psa: spellbreaker+flurry is even more bugged now)

    Heyo,
    We're currently tracking issues with Flurry that have been reported (the bug section of the forums is pretty great, thanks for the report), as well as the Final Thrust bleeding not being affected by Blademaster in the Arms line.

  • Kraljevo.2801Kraljevo.2801 Member ✭✭
    edited July 11, 2018

    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

  • Oglaf.1074Oglaf.1074 Member ✭✭✭✭

    Adrenal Health (unless the nerfed it through the ground during my hiatus of a few months) is invaluable in any PvP setting, IMO.

    Please Anet give us a hide Chest Armour-option. Tattoo-clad Norns everywhere beg of you.

  • @Oglaf.1074 said:
    Adrenal Health (unless the nerfed it through the ground during my hiatus of a few months) is invaluable in any PvP setting, IMO.

    well, that's fair enough.

  • RedShark.9548RedShark.9548 Member ✭✭✭✭
    edited July 11, 2018

    @Kraljevo.2801 said:
    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

    imo defense in big blobs is too valuable, you will get stuck or get low while casting bubble and thats where endure pain gives you time to use your big heal, also balanced stance trait can be vital to get into your enemy (if you go in before it autoprocs while pirateshipping ofc)
    going discipline basically just for fast hands isnt worth it imo, you even got more to do on one set with the abillity to reset your f1 with fullcounter

    @Blocki.4931 said:
    I'm running Wanderer's stats now (Power, Toughness Vit and concentration) with Sword Warhorn + Dagger Axe/Shield and it's absolutely awful but I love it and will not play anything else for a while.

    Strength 1 3 2
    Tactics 1 3 2
    Spellbreaker 2 1 3

    Utility spells:
    To the limit/Defiant Stance
    Break Entchantments
    For Great Justice
    Shake it Off
    Bubble

    Just trying out the Strength for Might makes Right and the additional HP, I personally prefer Discipline, if I have to I take Defense, though today it wasn't much of an issue

    honestly concentration is a wasted stat on warrior imo, you just dont pump out enough buffs, you got like some might +vigor and swiftness from horn...no regen and no protection

    honestly im not even sure what you are trying to achieve with this build (i guess zerging??), axe is a dps weapon but you got neither crit nor crit dmg and id rather swap out all that concentration for healing power and axe with a hammer, so you atleast provide alot more cc and with that more boonrips

    @reikken.4961 said:
    I appreciate the sword changes. It's almost like they read the topic I posted a couple months ago.

    (psa: spellbreaker+flurry is even more bugged now)

    what exactly is bugged there?

    @Rauderi.8706 said:

    @Aigleborgne.2981 said:

    I'm not sure it is a nerf. In heavy condition situations, you can now clear 10 conditions with those 2 skills (untrainted) vs 7 before (traited).

    The condi-clear bundles are .. okay. But they're also cognitive load on trying to remember what it is they do.
    Charge purges most movement-related conditions, and burning for some reason.
    Call to Arms removes . . miscellaneous. Many of which are low-concern conditions. I'd rather have the generalized 2 than a targeted 5. I'd even take 2-sec Resistance over what it does now. It also removed inflicting Weakness on enemies, which I'm unhappy about.
    It's definitely a WvW/raid-oriented change, and it leaves me weaker for it.

    If I were going to make those cleanse-bundles more consistent:
    Charge: Movement and speed-related: Cripple, Immobilize, Chill, Slow, Torment, Fear, Taunt
    Call to Arms: Most DoTs and action-related: Weakness, Poison, Confusion, Bleeding, Burning, Vulnerability, Blind
    With the right theme/alignment of cleansing, it's more instinctual to know what these do in combat.

    With 9 people around, it is also 20 adrenaline gained.

    I don't raid or WvW, so that's not going to help me. And unless I get some serious alacrity from somewhere else, adrenaline generation hasn't been a problem for me.

    It's a tradeoff, but now warhorn is certainly more usable without trait at least.

    Indeed! I can lament my personal nerf and still be happy for the folks who got new reason to pick up warhorn. The changes were more sensible for the game at large.

    why dont you swap horn with mace offhand, you get instant 10vulnerabillity, which is 10% dmg instead your 7 from cull the weak and you also get a 3sec aoe knockdown

  • Red Haired Savage.5430Red Haired Savage.5430 Member ✭✭✭✭
    edited July 11, 2018

    @Kraljevo.2801 said:
    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

    Huh, that's what I tried last night for the lulz, it kinda works. I need more practice with not having heal sig equipped, because that 1 sec cast time on a shout main heal cost me a bit because I try to push it to make sure I don't waste the heal because the shout hits me for about 14.5k heals. I haven't quite math'ed it out yet but shake it off if you're wanting to actually do shout heals feels lackluster now since you have 40 seconds between charges, and warhorn not being able to clear all conditions from allies around you feels meh.

    #nornmodeisbestmode

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    @RedShark.9548 said:

    @Blocki.4931 said:
    I'm running Wanderer's stats now (Power, Toughness Vit and concentration) with Sword Warhorn + Dagger Axe/Shield and it's absolutely awful but I love it and will not play anything else for a while.

    Strength 1 3 2
    Tactics 1 3 2
    Spellbreaker 2 1 3

    Utility spells:
    To the limit/Defiant Stance
    Break Entchantments
    For Great Justice
    Shake it Off
    Bubble

    Just trying out the Strength for Might makes Right and the additional HP, I personally prefer Discipline, if I have to I take Defense, though today it wasn't much of an issue

    honestly concentration is a wasted stat on warrior imo, you just dont pump out enough buffs, you got like some might +vigor and swiftness from horn...no regen and no protection

    honestly im not even sure what you are trying to achieve with this build (i guess zerging??), axe is a dps weapon but you got neither crit nor crit dmg and id rather swap out all that concentration for healing power and axe with a hammer, so you atleast provide alot more cc and with that more boonrips

    Axe is purely for cleave. The idea behind the build was permanent swiftness (duration matching the warhorn 4) and might purely from For Great Justice while just having as much HP as possible. GS instead of axes works perfeclty fine of course. I just wanted to get all the HP to break 30k. If there were more fights yesterday I would have used the GS and the GS trait of course. I wasn't trying to make a good build, just one that would be as tanky as possible while maintaining some damage and pumping out lots of boons.

    Be part of the most pessimistic and negative group of people to ever exist. Join the GW2 community now! wink wink
    Proud member of [FIRE] on RoF "... since day 1!"
    Infraction Farmer Extraordinaire & Leader of the Big Beautiful Choya

  • RedShark.9548RedShark.9548 Member ✭✭✭✭

    @Blocki.4931 said:

    @Blocki.4931 said:
    I'm running Wanderer's stats now (Power, Toughness Vit and concentration) with Sword Warhorn + Dagger Axe/Shield and it's absolutely awful but I love it and will not play anything else for a while.

    Strength 1 3 2
    Tactics 1 3 2
    Spellbreaker 2 1 3

    Utility spells:
    To the limit/Defiant Stance
    Break Entchantments
    For Great Justice
    Shake it Off
    Bubble

    Just trying out the Strength for Might makes Right and the additional HP, I personally prefer Discipline, if I have to I take Defense, though today it wasn't much of an issue

    honestly concentration is a wasted stat on warrior imo, you just dont pump out enough buffs, you got like some might +vigor and swiftness from horn...no regen and no protection

    honestly im not even sure what you are trying to achieve with this build (i guess zerging??), axe is a dps weapon but you got neither crit nor crit dmg and id rather swap out all that concentration for healing power and axe with a hammer, so you atleast provide alot more cc and with that more boonrips

    Axe is purely for cleave. The idea behind the build was permanent swiftness (duration matching the warhorn 4) and might purely from For Great Justice while just having as much HP as possible. GS instead of axes works perfeclty fine of course. I just wanted to get all the HP to break 30k. If there were more fights yesterday I would have used the GS and the GS trait of course. I wasn't trying to make a good build, just one that would be as tanky as possible while maintaining some damage and pumping out lots of boons.

    hammer is a better cleave in that sense that you hold them in your teams damage and strip boons, with that low numbers you are pushing out with your build its like nothing compared to what caster do
    imo shoutwarri should be dedicated to rip boons, cc, cleanse condis and some sustain with shouts

    id say my go on the build has more sustain than yours while still dishing out way more dmg and providing more cc/boonrips

    not rly what i understand under pumping out boons tbh, also for great justice already has 15sec duration on it, do you rly think it sticks that long ? it will get ripped anyways before it runs out on its own...no reason to stack duration on top.
    gs with forcefull gs wouldnt do kitten because you need critchance to get the might, you have like 20% with fury...

    @Red Haired Savage.5430 said:

    @Kraljevo.2801 said:
    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

    Huh, that's what I tried last night for the lulz, it kinda works. I need more practice with not having heal sig equipped, because that 1 sec cast time on a shout main heal cost me a bit because I try to push it to make sure I don't waste the heal because the shout hits me for about 14.5k heals. I haven't quite math'ed it out yet but shake it off if you're wanting to actually do shout heals feels lackluster now since you have 40 seconds between charges, and warhorn not being able to clear all conditions from allies around you feels meh.

    shouts are not meant for healing matters only...why does everybody think that those are meant for heal purposes, the heal is just a nice thing on top of the stuff you get, especially with shake it off, its a 7 condi cleanse on 5 ppl that you can use every 20sec basically...i just use it when i see lots of condis on my group and not for heal...for great justice is more of a healing shout in that sense, because its alot more spammable and only gives might, which is always needed, so you wont lose cleanses while spammig that one...

    horn 4 cleanses all life threatening condis already, the 2 big hitting condis burn and torment and all movement condis that make your party stick in the enemies dmg...bleeding alone is not life threatening...not with reaper bleed nerfed...the only thing is fear, but cmon leave something to do for your guard ;)
    now if horn would pump out regeneration to all 10ppl i might go full healstats aswell, but not like it is now, i like my 6k hits on hammer and even more on sword 3...

  • @RedShark.9548 said:

    @Red Haired Savage.5430 said:

    @Kraljevo.2801 said:
    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

    Huh, that's what I tried last night for the lulz, it kinda works. I need more practice with not having heal sig equipped, because that 1 sec cast time on a shout main heal cost me a bit because I try to push it to make sure I don't waste the heal because the shout hits me for about 14.5k heals. I haven't quite math'ed it out yet but shake it off if you're wanting to actually do shout heals feels lackluster now since you have 40 seconds between charges, and warhorn not being able to clear all conditions from allies around you feels meh.

    shouts are not meant for healing matters only...why does everybody think that those are meant for heal purposes, the heal is just a nice thing on top of the stuff you get, especially with shake it off, its a 7 condi cleanse on 5 ppl that you can use every 20sec basically...i just use it when i see lots of condis on my group and not for heal...for great justice is more of a healing shout in that sense, because its alot more spammable and only gives might, which is always needed, so you wont lose cleanses while spammig that one...

    horn 4 cleanses all life threatening condis already, the 2 big hitting condis burn and torment and all movement condis that make your party stick in the enemies dmg...bleeding alone is not life threatening...not with reaper bleed nerfed...the only thing is fear, but cmon leave something to do for your guard ;)
    now if horn would pump out regeneration to all 10ppl i might go full healstats aswell, but not like it is now, i like my 6k hits on hammer and even more on sword 3...

    We've already had this conversation, and have different opinions. While shouts or warhorn cannot give constant regen, banner can give constant regen, and additional heals. I think you can make warrior shout heal build viable, especially if you're playing with banner as well. You can make each shout heal for as much as some profession's main heal. You jobs on this build for allies are heals, condi cleanses, might generation, field blasting, while your job on enemies in this build are for CC, aoe boon removal, aoe boon denial, projectile destruction. I believe you can make this a viable build.

    #nornmodeisbestmode

  • RedShark.9548RedShark.9548 Member ✭✭✭✭

    @Red Haired Savage.5430 said:

    @RedShark.9548 said:

    @Red Haired Savage.5430 said:

    @Kraljevo.2801 said:
    I'm trying full minstrel hammer sword/warhorn in WvW (for the lulz) with these traits: http://gw2skills.net/editor/?vJAQNBMhJ6knDoyDszDwMEgZXskFY4Z4NcIO5EU1CBIDuCQAA-w

    Not sure if I should use defence or discipline. Any thoughts? I kinda hate losing fast hands

    Huh, that's what I tried last night for the lulz, it kinda works. I need more practice with not having heal sig equipped, because that 1 sec cast time on a shout main heal cost me a bit because I try to push it to make sure I don't waste the heal because the shout hits me for about 14.5k heals. I haven't quite math'ed it out yet but shake it off if you're wanting to actually do shout heals feels lackluster now since you have 40 seconds between charges, and warhorn not being able to clear all conditions from allies around you feels meh.

    shouts are not meant for healing matters only...why does everybody think that those are meant for heal purposes, the heal is just a nice thing on top of the stuff you get, especially with shake it off, its a 7 condi cleanse on 5 ppl that you can use every 20sec basically...i just use it when i see lots of condis on my group and not for heal...for great justice is more of a healing shout in that sense, because its alot more spammable and only gives might, which is always needed, so you wont lose cleanses while spammig that one...

    horn 4 cleanses all life threatening condis already, the 2 big hitting condis burn and torment and all movement condis that make your party stick in the enemies dmg...bleeding alone is not life threatening...not with reaper bleed nerfed...the only thing is fear, but cmon leave something to do for your guard ;)
    now if horn would pump out regeneration to all 10ppl i might go full healstats aswell, but not like it is now, i like my 6k hits on hammer and even more on sword 3...

    We've already had this conversation, and have different opinions. While shouts or warhorn cannot give constant regen, banner can give constant regen, and additional heals. I think you can make warrior shout heal build viable, especially if you're playing with banner as well. You can make each shout heal for as much as some profession's main heal. You jobs on this build for allies are heals, condi cleanses, might generation, field blasting, while your job on enemies in this build are for CC, aoe boon removal, aoe boon denial, projectile destruction. I believe you can make this a viable build.

    yes, the only thing that would make this a healing build is regeneration, shouts alone are not good enough to go for healing power....sure thing if you want to carry around a banner go ahead (while losing defense line), but in my opinion then you lose too much for your utility slot, you already have 2 shouts and then there is either balanced stance (to get your bubble through in publics) or break enchantments for guild play (that one is WAY to strong to let it go in guild play because of the bursty amount of boons you rip, making bombs via cc/dmg viable)

  • Blocki.4931Blocki.4931 Member ✭✭✭✭

    You do you. As I said, I wasn't trying to make it good, I just wanted to have 30k HP and do at least something

    Be part of the most pessimistic and negative group of people to ever exist. Join the GW2 community now! wink wink
    Proud member of [FIRE] on RoF "... since day 1!"
    Infraction Farmer Extraordinaire & Leader of the Big Beautiful Choya

  • Jzaku.9765Jzaku.9765 Member ✭✭
    edited July 11, 2018

    @Karl McLain.5604 said:

    @reikken.4961 said:
    I appreciate the sword changes. It's almost like they read the topic I posted a couple months ago.

    (psa: spellbreaker+flurry is even more bugged now)

    Heyo,
    We're currently tracking issues with Flurry that have been reported (the bug section of the forums is pretty great, thanks for the report), as well as the Final Thrust bleeding not being affected by Blademaster in the Arms line.

    Could you give the reasoning behind the heavy handed (pve/raid) power warrior nerfs to both peak performance and attacker's insight?
    If you were running off the Snowcrows benchmarks I sincerely hope you're aware that those aren't realistic for dagger 4 to 100% hit a non-attacking target.

    Power Spellbreaker might not have had a piano rotation but it has to upkeep 3 different buffs through consistent gameplay to maintain it's damage modifiers, I'm baffled as to how much it got nerfed compared to Deadeye who is now top dps with a rotation of auto attacking with cnd backstab.

  • reikken.4961reikken.4961 Member ✭✭✭

    @RedShark.9548 said:

    @reikken.4961 said:
    I appreciate the sword changes. It's almost like they read the topic I posted a couple months ago.

    (psa: spellbreaker+flurry is even more bugged now)

    what exactly is bugged there?

    The spellbreaker version of flurry doesn't have the last two buffs

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