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Smoosh.2718

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Everything posted by Smoosh.2718

  1. I wish for pistols range to be increased by switching it to the mainhand.
  2. ah I thought you were refering top the whole trait including the passive.
  3. This is actually incorrect. The axe mastery has a passive and an active, the active is the 2+ might on axe crits and an EXTRA stack of fero for each axe in hand, 120 base + 120 per axe for a total of 360 fero. Forceful Greatsword - 100% might on greatsword crits 50% on all other weapons. gain 120 power. All the passives must function regardless of what weapon is in hand else warriors new kit becomes a sub optimal weapon holding you back due to no trait synergy. Traits were reworked to be used with other weapons than just the weapon it is focused on, this is meant to allow for greater build diversity, do note that warrior has lost 1 weapon which functioned with these traits to gain one which does not.
  4. My common consensus on the Bladesworn Utilities was that Flow Stabilizer was the only usable one (other than the elite and heal). I decided to give Dragonspike Mine a try out just to take advantage of the F2 reset. This one skill allows you to back to back Dragon slashes, the actual evade and mine I do feel however to be faily useless due to the lack of damage from the mine and the rather annoying distance you create when using the skill offensivly. For this to work you need Flow Stabilizer to be used when charging up the first slash to provide enough flow for the follow up second one. I have found this method appears to work for strike bosses and static bosses/Champions which dont die in a few seconds. The other utilities, nope cant even work them into a build to make them work, when they are shadowed by every single core warrior utility. Electric fence to be an actual electric fence to stun (and do no damage) or daze (and do strike damage for passing through). Bulletproof barrier, Honestly still unsure what the thought process was for this one, as it struggles to work with the kit, if you wish to use the damage on the skill you lose the barrier part, if you use it before a dragon slash, you lose half a second setting this skill up providing the target more time to get away + a big visual warning that a slash is coming (not that its not big enough already) Bubble this skill and make it around the caster rather than an easy side step 'wall'. (even then im not sure it will get much use). Now my biggest gripe STILL the pistol must have a mainhand version with range to it! Warrior big issue of being kited is still here due to no mid range weapon, there are some classes you just do not want to get near due to their insanely high damage bursts (im looking at you Harbinger with your back to back 10-15k damage from 2 skills) I made the legendary Pistol HOPE for warrior up to 2 years ago, expecting to finally see HOPE's glorious effects on warrior at long last to be slapped with a 0 range 0 effect pumping exploding pistol, making all legendary weapons useless in the offhand position on warrior. I say stop kicking the can down the road and hoping it doesnt fall off and provide the one thing warrior has been needing since the early core days. The only builds I am seeing with Pistol offhand is Sword mainhand or Axe mainhand, Mainhand would provide so many more playstyles with the offhand varients which WOULD make players fight and be fought against differently (the current weapon setup warrior has right now is still predicatble and easy to see coming due to the fact we are using mainhand weapons which have the most obvious paths of attack stuck in 2012. So come on lets see it, summer time patch, Warriors mainhand pistol which should have been in place since the EoD Launch.
  5. Hmmm, this being said.. this could make an amazing replacement for the number 2 skill! Copying the concept of rapid shot ammo like Draagon's Roar, Rapid Fire could use the same system, reloads over time, or rifle butt to reload at least half the stack, when used it rapidly shoots the 5-8 Bullets at the same speed as Dragon's Roar. This would allow the rifle to have burst potential rather than the slightly faster auto attack in a 5 bullet volley.
  6. Are you moving when you try to use it? Any movement will break the skills use and put you back into the gunsabre.
  7. Now Shield Master has been a go to for all you reflect fans out there. Works great on shield, works great on Mace and Sword for those projectile shots however, this is where the trait fails to add this effect onto the more recent blocks, Bulletproof Barrier. When traited Shield Master does not effect the utility skill Bulletproof Barrier's block into a reflect as the trait states. Not only would this create great synergy with the trait lines and new tools it would also make a very useless skill, useful. In addition to this which i found quite funny, Aegis is effected by the trait, so you could essentially slap some aegis on and reflect every projectile coming your way without consuming the charge.
  8. I need to test this and pay attention, i just assumed it was the same underwater as it was on land. This being said, the skill is honestly horrible to use. From a PvP standpoint, the skill takes too long to even land on most targets, if they are running away the explosions go off where they were missing them entirely. Now for the moments when this skill finally lands, at most you will see 1,000-2,000 damage maybe a 3,000 on the rare moments, compare that to Attillery Slash which will pump out those numbers rapidly and from range. The number two skill needs a total animation rework, sped up less after cast and either more damage on the blasts or special conditions on the explosions, say slow (something the warrior honestly doesnt have access to out of spellbreakers F2) or something fitting to the skills name, blind.
  9. Im honestly on the 'its the worst skill in the kit' team here. Not only does it have a huge aftercast, it has such a short range, (sometimes goes off if you double tap 2 on Dragon's Reach) does low damage compaired to the other skills in the kit. In the time it takes to do one Blooming Fire, you can either do 3 Artillery Slash's in rapid succession or a cyclone trigger and Artillery Slash, which leave you with very little if not no after cast. If we are talking about the traits for the spec, one shot from the pistol offhand almost caps you instantly, and does far more damage than Blooming Fire, numbers or conditions need to be added into this skill to make it worth pressing.
  10. On a side note, that speed buff really needs to be something the pilot can only use not the gunner as it really makes the turtle hard to control on turns. You can essentially be trolled by your own gunner with that skill.
  11. Even if its another mastery to unlock it, im fully game for that. Would be a bonus to see four chains shoot out from the mech parts to anchor the turtle down to allow you to shoot.
  12. Will there ever be a chance to have the option to swap seats on the siege turtle when driving solo to turn the turtle into a stationary turret. I get that its meant to be a 2 player mount and enjoyed with friends, but what if you dont play with others at all in the open world? Another option could be 'siege mode' the turtle hunkers down and the pilot takes control of the cannons but loses all movement controls till turned off.
  13. But why would you use that when you can run Unyielding Dragon which will not only stun the target, ignore blind and give you 20 might but also heal you per might stack when running MMR or MM, I believe its 51+83 health per might stack. The other master traits need something to make them worth taking over Unyielding Dragon. Daring Dragon could have an added evade frame into it, this would allow you to do smaller hits and evade while doing them, now a contender against the Unyielding. Immortal Dragon could have added Resistance, Retaliation or other protective boons on it to be the more sustained defensive slash. In pvp if you manage to land a nice 7k hit with Dragon Slash, that is only around 560 health, far less than what you'd gain from Unyielding Dragon and two traits at 2,680 health for a full charge. The other two grand master traits (which feel more like master traits, if not adept) need to be bought up to the level of Unyielding Dragon. As for the PvE enviroment, Id still run Unyielding due to that being an AOE stun causing up to 1000 Defiance damage, one of the strongest stuns the warrior has now since as i understand this its 100 damage per charge. If the thing is dead or stunned that is better sustain in my books.
  14. Honestly Id love to see what is going on on the whole map, currently when i look at the map i see no events and think to myself, hmm this maps got nothing going on, on to the next one. By not seeing the events, it artificially makes the map look dead. Id love to have an option to see all events on the map when active else it becomes a nightmare trying to even find one event to do.
  15. I have a really horrible feeling its still going to be plant a banner down every minute or so but now with tacked on boons. I honestly hope they make banners a 'kit' that only has AoE buffs tacked onto it, never planted down but grants a buff to all in range for X time. This would at least make the banners a more active involved system which would allow you to actively support allies, provide boons or raise the fallen, rather than this current fire and forget system we currently have.
  16. All this backs up my arguement for a mid range 1 handed ranged weapon.. so you dont have to be in the mess which Annihilates everything in melee range till you need to be. Vindicator seems ot have a bugged GS 5 skill that can hit up to 6 times causing 12k damage instantly, necro can slap its elite Potion and spam out 10k hits causing the glorious 100 > 0 in 1.5s As for spectre i havent come across too many but I do note... hard to actually kill due to how mobile the class is and now how much healing it can pump out.
  17. I think this video should be enough really.
  18. Having a ranged weapon as the elite specs weapon would allow the class to chip away from a distance before going in for a calculated strike, that is how the class feels like its meant to be with the dragon slashes. If anything a ranged weapon would be more fitting to the class than this melee fake pistol (seriously I still cant get my head around the choice to make it melee). Warriors biggest issue for a long long long time has always been, being kited by classes which can abuse teleports onto ledges or pump out masses of cripple and chill, i had full faith that anet was going to fill the gap with this elite spec instead of providing another melee weapon which warrior has an insane amount of. If its even reworked to at least be a hybrid weapon where it is half ranged and half melee, that is for sure better than the current 100% melee, I have listed multiple times in other posts on the synergy a ranged mainhand will have with all the warrior offhands (yes it works with all of them).
  19. im not talking about core classes getting it at all in the slightest. Elite specs were meant to cross the birdges and fill the gaps where the classes fell short. Necro had no 2 handed melee weapons, reaper filled the gap, engineer had no 2 handed melee weapons, scrapper filled the gap. Thief didnt have a 2 handed melee, daredevil filled the gap. Warrior didnt have any means of boon stripping, so spellbreaker was introduced. Bladesworn currently does not introduce anything which the warrior was lacking in the slightest, flipping the weapon from offhand to mainhand would 100% fix the issue of the lacking weapon, its what the elite specs are there for. When i stated core classes, im talking classes which came out in 2012, warrior is still the only core class in the game which does not have access to a 1h range. im not talking about giving core classes these weapons as base. the weapons have to be in an elite spec.
  20. The pistol in the offhand is one of the most gutting things for anyone with a legendary pistol, you have 0 changes to the attacks, the explosions do not even change either to really give it that 'wow' factor. Id be honestly happy if they flip the weapon skills to 2 and 3 increase the ranges of the skills to say 450 on both and have a 1 auto attack going out to 700-900 range. Bladesworn is meant to be that tactical striker, waiting for that prime chance to strike, which usually is best done at range before engaging up close. With the pistol in the mainhand this would open up more useful offhands that really work well with the pistol (fun lil' fact, all of them would) Sadly ive only found the sword to be the only weapon that really works well with the bladesworn in the mainhand, allows fast engage/get away a quick 5 > 4 > 5 > 3 (from 3690 damage to 4443 damage) which can potentially destroy targets quickly, however the bladesworn is heavily restrictive in what works well with its kit, as potent as axe can be, it lacks any decent means to get in close which are reliable and lacks any means of a quick escape. Mace is way too sluggish and 2012 to work as a mainhand weapon leaving you with sword as the best option for it. Flip the weapon to mainhand and open up the builds you can play with the spec by allowing the use of offhands which provide a means of team support (warhorn), self sustain (shield), hybrid sustain and damage (sword), CC (mace) and raw damage (axe). Ive said this from the first moment i saw the trailer for this spec, the pistol must change hands. Forget this 'Samurai homage' for just a moment and provide a means of what the warrior has been lacking since 2012 day 0. I have no issues with the direction they went with the wacky greatsword 2.0 it can be a fun spammy weapon at times ( skill 2 needs a bit of a buff since its out performed by skill 3 ), the actual burst skills do land and do hit hard on an actual full charge, bait the cc's bait the dodges and it can totally flip a fight from them winning to you winning. (I have seen the bursts land for up to 11k in Spvp personally) Once again, Pistol must become a mainhand to put warrior in line with ALL the core classes. Core Classes who have a one handed ranged weapon: Guardian Thief Necromancer Elementalist Mesmer Ranger Engineer Core Classes which do not have a one handed ranged weapon: Warrior HoT Classes which do not have a one handed rangedweapon: Revenant I do not include Revenant due to it being released in HoT opposed to 2012, to really highlight something which is long over due.
  21. To make this worse Harbinger can do that damage almost instantly in one CC, 100% Harbingers dash attack needs to be nerfed, this skill consistantly hits from 6-11k I noticed, At least bladesworns attack takes time to build up before the burst, which is easier to land than you may think... however there is no way you can pull even one Strike off when we have bugged revs hitting up to 6 times with their greatsword skills doing 12k damage and necros spamming quickness and all the shroud skills in less than 2s instantly killing you. Gunsabers biggest downfall is the number 2 skill, its damage is horribly low for how long it takes to cast, you're honestly better off spamming 3 in rapid sucession causing up to 12k damage in 1.5s providing all hit and all crit. https://wiki.guildwars2.com/wiki/Devouring_Cut
  22. It feels like you need to run STR and TAC making full use of both Mending Might and Might Makes Right, using FGJ for a quick burst of health. I believe a full charge burst with all 20 might is around 3-4k health back to you. side note, still salty about melee pistol.
  23. I have found a game breaking bug. Its a shame the class came out with this game breaking bug which really ruins the class sadly due to how game breaking it is, the pistol is in the wrong weapon slot and has been released with melee range in the offhand weapon slot.
  24. Im really struggling to enjoy the jarring 6 skill, it ruins all 'flow' the weapons even meant to give the class. Honestly so tempted to not play bladesworn due to how many jarring skills it has to use.
  25. I expected them to start reworking it from the first round of beta tests tbh. The weapon is garbage as a melee weapon. Every legendary is useless as a pistol for warrior since you cant even bloody see them in action to boot. Honestly so disheartening to see its still stuck as a melee pistol... Even Monkies know how to use guns (seriously there is a clip of a monkey firing an AK47 out there) How on earth does warrior not know how it works? Welp guess we need to start a thread up and get some motivation to rework fix it i suppose.
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