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Rekt.5360

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  1. is that an issue with CC or an issue with fighting 1v3? or mb issue with not dodging the CC itself. Him dying was a 3v1 issue because my CC does no damage, which would have been an easy win for me if it still did damage because he couldn't move. After his stun breaks were used, he had to endure ridiculously long CCs because he made a single mistake, and dodging wasn't an option because he was immobilized. I shouldn't be able to remove people's ability to play or act because I'm chaining 2s 3s 4s 3s CC skills, it's just ridiculous and unfair for the person on the receiving end. Your CC doing damage would have made no difference if you were solo in the past because warrior hammer CC is literally the most telegraphed and dodgeable CC in the game. This isn't a case of CC being broken, but a case of the other player being clearly clueless as he would have died pre-patch anyways on one of the easiest to counterplay weapons in the game. Earthshaker and Backbreaker have such giant tells that not dodging/blinding/blocking them is entirely on the player. You have 1 immobilize (outside of CC with spellbreaker) unless you sacrifice utility slots and that's only on tactics Leg Specialist, which activates on hammer 3 for a big 1 second. So unless your allies contributed to immobs that's really not the reason why he got chain CC'd as he could have easily broken stun after the immob and dodged to avoid any subsequent CC. This is purely a case of instantly trying to stunbreak and not watching what's coming ahead then dying to the damage output of 2 players combined. Which SHOULD happen anyways.
  2. You can go condi berzerker in WvW with trailblazer gear and be annoying af by spamming CC in mace/shield and dumping a bunch of a condi pressure through skull grinder...this is very good, until you realize that outside of duels your mobility is so awful that basically anyone can disengage from you and not have to deal with your actually high sustain and condi pressure or just slowly kill you from range.
  3. Power Herald if anything because pepega. Free gap closers, stupid mobility, crazy damage. If you find some condi build you struggle with that isn't a thief, find the furthest gate/rabbit/ambient critter and press that phase traversal a few times.
  4. Warrior is still the easiest class to play with really to low effort to be good at.If you come wvw it is still among the best roamers and dueling spec at duel spot. I did a duel with a guy yesterday, perma 25 might all fight and after 3 seconds of fight he already had them, same when rev and holo had easy might access. Dodge rolled up to 10 times in not even 30 seconds fight. Endure pain still the best stunbreak panic button. Yeah CC doesn't not make big damage anymore (luckily), you were happy of pressing bull's charge for 8k damage and 10k arcing slice right? 2 buttons is really hard gameplay to master yeah. In sPvP you can say anything you want, it's underpowered.But if you struggle in wvw with warrior you are just trash and should unistall. Btw try the new meta strenght discipline tactics with the immobilize on axe throw and then let me know. Sounds like someone hasn't played against a warrior since February. Also stop exaggerating for no reason, no warrior build can roll 10 times in 30 seconds, that's one roll every 3 seconds. If he had 25might after 3 seconds he was probably running core warrior with "for great justice" because spell breaker can't rack up adrenaline fast enough to get magebane tether and rack up 25 might so quick. Warrior is far from being one of the best roamers. Super easy to kite and disengage and also almost nobody uses endure pain anymore wtf? Soulbeasts/Holo/Rev/Thief/Burn Guard are far better roamers than warriors and have been for many months now. Strength/Tactics/Warrior hasn't been meta forever and is worse in every way than spellbreaker unless you play against people who don't know how to dodge. Axe burst is the easiest thing to evade in the world and the damage on eviscerate has been completely gutted. The build does not have anywhere near enough sustain even with shouts that heal due to lack of active defenses in full counter and much less access to might than spellbreaker so lower damage and less healing from might makes right.
  5. One thing that helped me a lot when I started was just camping dueling servers for a few weeks. Back in 2014-2015 I mainly played warrior and focused on side-noding. I quickly realized that I wouldn't really be able to do my job unless I actually understood what the classes coming to 1v1/1v2 me did. So I hit dueling servers (which nowadays are far less populated than before) and would spar with random people. A lot of the builds people run there are actually the same meta builds you'll find in ranked/unranked so figuring out what to dodge/interrupt/blind and when to pressure other builds helped immensely. Naturally this also helped a lot on team fight builds because you learn which big animations from other classes to watch out for and who is squishy and what not. When I started the game way back in 2013 I started playing guardian in unranked and honestly it was quite awful. I had no solid basis for what to expect from ANYONE on the enemy team even less my own team (I was super confused why the thieves on my team never stuck around for team fights when they had such insane burst, until I played thief myself). I didn't really know what my build's strengths and weaknesses were, I'd rotate terribly and yolo/feed into fights that we couldn't win and would often end up in games where I got farmed by much better players. Ranked is in general a much better place as you move further in rating but you really need to have a basis before jumping in imo.
  6. By good ranged weapons, I really hope you don't mean LB because that weapon is pretty bad. 2 root skills, Hunter's Ward easily dodged and made useless, Deflecting Shot now easy to dodge because of the cast time, and the Symbol is slow as can be. True Shot can hurt...that's about it. I meant both LB and Scepter. DH has much better ranged weapons than warrior or Rev/Herald two other melee bruisers. What? Scepter it used because it's quite literally the only other option. If someone dodges the immob then the symbol is just easily walked out of and you're now at a massive disadvantage because you can't keep people at range and you just get beat on. Compare any Guardian range weapon to Rangers and tell me they're useful again? Warrior rifle at least has viable tools to keep you away and do damage that isn't super obvious to dodge or centered around a gimmick like ToF CC pushing that gets negated by stab and slow casting. Rev hammer is bad the moment you get out of a zerg, but at least it has some use there. LB for Guardian is slow, mostly weak and has WAY too long CDs. Rev also doesn't need a range weapon nearly as much because Shiro not only exists but is great, they can get to you without a ranged weapon. Warrior rifle has some of the most telegraphed damage output of any ranged weapon. Killshot/gunflame are basically true shot levels of telegraph and require adrenaline to use. Rifle 3 is probably the only good dmg ability in SPvP, as the other skills do no damage, rifle 4 basically yeets you off the point, so you can't really use it to kite on point. Rifle 5 is pretty decent though. Symbol of Punishment and Symbol of energy are still good cleave on points and LB5 can be really big if your team bombs the point and the enemy has no immediate stab/ports available. As for the ranger comparison we both know there isn't one to be made sadly. Ranged weapons on rangers eclipse those of most other classes' pretty hard in PvP and guardian is far from being the only class to look bad in comparison.
  7. By good ranged weapons, I really hope you don't mean LB because that weapon is pretty bad. 2 root skills, Hunter's Ward easily dodged and made useless, Deflecting Shot now easy to dodge because of the cast time, and the Symbol is slow as can be. True Shot can hurt...that's about it. I meant both LB and Scepter. DH has much better ranged weapons than warrior or Rev/Herald two other melee bruisers.
  8. Primal bursts count as T1 bursts and cleanse only 1 condi with cleansing ire. The reason berserker was kinda op vs condis back then was because the lb primal burst was bugged and cleansed 6 condis instead of 3. Also the cd of burst skills was lower (33% reduction trait). And at the very start of HoT berserker was hot garbage. Only after anet hard buffed the king of fires master trait and introduced the new adrenal health and buffed the torch trait and torch skills warrior was playable. At the early HoT meta everything was extremely op but warrior was stuck with it's vanilla gw2 power level. Warrior was unplayable before the adrenal health update. Then tooltips are wrong because primal bursts still claim they cleanse 3 condis...and always have done so from what I can remember. I also disagree with the HoT release statement. I had more success in ranked season 1 with power GreatAxe zerker than vanilla simply because the game was overridden with condis and berserker had much better cleansing potential. Power berserker also trashed condi berserker which was meta back then thanks to pulsing stability in berserker mode basically nullifying mace condi dmg output with eternal champion and super high condi cleanse. Once they changed how adrenal health worked that cemented berserker as better than core for good.
  9. Hmmm, I honestly disagree. DH already has enough mobility and teleports for the kind of damage output it can do. A while ago DH didn't even have movement speed on traits and everybody either ran traveler runes or was just slow as balls and that was fine. DH already has access to good ranged weapons and doesn't need a free perma 25% movement speed buff imo.
  10. I was mostly referring to the first few months after HoT launched when power GreatAxe Berserker became the goto thanks to much better cleansing and adrenal health uptime while old arc divider (single hit 1/2second cast time) and decapitate were still extremely good AND both had very good AoE.
  11. ^This. If you have the luxury, as an "outnumbered" group, to get a mount stomp off, without literally getting nuked in the following second you weren't as outnumbered as you thought. Not to mention, a group that outnumbers you has a much easier time just leaving players on their warclaws without being as impacted in the fight to insta stomp your downs; and this is what you see. When fighting vs a larger zerg, and people go down, it's usually the larger zerg that gets mount stomps. The other most frequent occasion is during small group skirmishes where someone goes down, and a rando from the other server just happens to be around and gets a free warclaw stomp. The latter case is literally 99% of the mount stomp cases I've witnessed/experienced, good riddance tbh.
  12. Berserker can absolutely handle conditions. It handles them far better than core or even spellbreaker. That's one of the big reasons it was playable in early HoT aids meta. If you take cleansing ire in defense (as you shouldn't be running Strength/Disc/Zerker anyways, as that's too yolo) every primal burst cleanses 3 condis. You can spam primal bursts very often, and given the AoE on the GS/Axe ones they give very good condi cleanse. Condi pressure is not a problem, assuming we had access to bursts outside berserker mode, to still benefit from cleansing ire and adrenal health while berserker mode is down; currently we lose the ability to trigger both.
  13. Can you specify which discord in question that is, and how one can go about joining it? I am interested.
  14. Imagine writing something unironically like this when classes like necro and ranger exist. A class being bad means you have to significantly outplay your opponents to win, so yes, it is "harder" to play against competent foes than other classes. Class being undertuned doesn't magically make it "hard to play". Unless you think warrior is exactly at the place it should be power-wise? I'm still waiting for -at the very least- fix/rework of the dead traits that according to some people are just placeholders (5 minutes cd, yay) until that happens. It's pretty disappointing that one of the main feature in class building takes so long to address. I'm glad they try to give a nudge to some skills/traits here and there, I think that's the way to approach some of the balance issues, but at the rate of 2-3 patches per year... oof.I don't think warrior is where it should be balance-wise no. And for me, a class being undertuned does make it harder to play. If you can achieve more on another class with less effort that makes it easier to play in my book. Warrior's simple mechanics directly work against it the higher the skill of the opponents you face; how easy it is for a new player to pick up the class, slap a build and kill other players who don't know what they're doing does not factor in a class's difficulty for me. What does factor is the fact that when playing against one of the stronger builds you actively have to outplay them significantly to win your fights, because they just have a lot more going for them, than you do in your nerfed state.
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