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Rekt.5360

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Everything posted by Rekt.5360

  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.
  15. Double Arc Divider still clears the screen of minions, Clones, Mesmers, and bad Thieves though. Sure RR is still good, but this is still the condi meta so Shrug it Off, Mending, and Shake it Off will offer more. I'd go Tactics for now over Def, at least until we see what they do with Defy Pain and Last Stand. Who knows maybe they are in the list of things they did not post. Actually cleansing ire on berserker is pretty good condi cleanse tbh with how spammable primal bursts are. The only issue is that we got locked out of regular burst skills when outside of berserker mode :S I haven't considered tactics at all tbh, might give it a shot
  16. After these changes I've started looking at power GreatAxe berserker for PvP/WvW again which I used to play in 2015, until I remember what they did to arc divider. With the reduced cooldown on outrage and significant decapitate buff (decapitate now has a coefficient as high as lv3 eviscerate...) on top of the overall axe mainhand buffs it might be time to take the old Def/Disc/Berserker build for a spin again, with how many short CD stunbreaks berserker offers we can make much better use of Cleasing Ire or Rousing Resilience.
  17. 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.
  18. Maybe you should listen to you own advice for once and spend more time in game learning to dodge the telegraphed CC's of a class almost nobody except players below gold complain about and stop spending as much time on the forums. The fuck is this hypocrisy. A ranger/ele player complaining about warrior CC is ridiculous.
  19. When the list is so accurate all you can do is insult my fat fingers on my phone. HAHAHAHA No dude, it's not even an insult. I just found it super hilarious that the word that got typo'd and autocorrected turned into "spellchecker" LOL
  20. I mean, he can't just sit and wait, because warrior stuns are melee, and most of them have very clear telegraphs. Bull's charge and shield charge are VERY obvious. A warrior in the current state of the game does not have enough damage to kill a player within one stun. Even on the squishiest of targets, a full Bull's charge->Hundred Blades->Arcing Slice (which was a guaranteed kill before on targets without protection, and takes 4seconds to execute) often doesn't even kill. Hundred blades damage was nerfed by 50%, you can land the whole thing on someone and most of the time they don't even lose half their HP. Also, why do you break stuns immediately? That's one of the worst practices and something people actively watch for. If a warrior doesn't have any burst ready he'll just CC you if he has something he really needs to interrupt, like your own heal or one of your own big attacks, rather than do damage. This is often not warranting of a stun break since the warrior's burst might not even be ready. Pay attention to what the other player is doing, don't immediately default to panic options. If a warrior is using mace (for some reason...) he can literally CC you 3 times in a row Mace3->Shield4->Mace Burst, all will do a grand total of 300 damage and only the last one of the CC's is worth stun breaking since the mace weapon set itself has no damage output. Nowadays people play spellbreaker with only 2 CC's, where dagger has 1 CC and basically no damage, so what you have to watch for are Bull's charge, or Shield Charge. That's literally it for CC.
  21. I don't understand why so many people seem to be missing this point. I don't think warrior should be the only class with damage on its CCs at all, but it is by far the class the most reliant on actually landing its CCs to deal damage given its highly telegraphed skills... Has anyone here even touched hammer on warrior recently? It's basically not functional as anything other than an extremely mediocre team fighter. Hammer Warr has 50% of its moveset as CCs, which now do absolutely no damage. Two of them, Backbreaker and Earthshaker, have nearly full second windows to react to on top of very very clear telegraphed animations. Now I personally don't want full damage to return to even these skills, but they should absolutely do more damage than instant/ranged CCs and by a significant amount. However, Anet will likely have to balance case-by case rather than a blanket coefficient change. To take the Backbreaker example, when playing core Strength warrior I could hit up to 8k backbreakers with berserker's power and high might stacks on thiefs/mesmers/necros at one point. But I still had to land a 1second cast time, 25second CD skill on them, which almost everyone knows how to evade. 8k damage with a 3second knockdown with this cast time and CD might be fine in a nutshell, but when you realize that you can confirm backbreaker by landing staggering blow first, which only has a 1/2s cast time, it can be a problem. However, even then it wasn't really problematic...hammer and mace on warrior are the class's most cc heavy weapons, but have the lowest mobility and super highly telegraphed moves and are generally ranged/kite fodder. Hammer warrior has never been anywhere nearly as oppressive as current Power Rev/Condi Rev/Holo even in its prime despite being a CC monster. The hammer warrior builds were also quite a joke, other than Hambow to some extent, on side nodes and 1v1's, they were teamfighters, and not even really good ones at that. All decent players have learned to play around the weapon a long time ago; it's only newer/facerolling players who get destroyed by it. When it comes to Rampage though, that shit can stay nerfed. I'm admittedly extremely biased against it as 6ish years ago pre-boon spam power creep it meant a free win vs many classes on side nodes as long as the warr had more than 3 braincells due to the combination of pulsing stability+high damage skills with built-in long CCs+extremely low cooldowns. Give Signet of Rage's boon durations back.
  22. Yikes, so since you care about the points I guess that means you're okay with half the zerg you just wiped at bay being back in literally 30seconds from garrison because thank you Mr. Warclaw. Warclaws made Alpine Borderlands pretty shitty. When a zerg gets defeated, they should have to regroup and retry, what you have now are infinite streams of players just constantly flocking back from garrison to bay/hills and you just have to keep fending them off until they get bored and log off or you run out of supply and they break into the keep. Also, literally no WvW builds, except roaming ones, are built for fast moving great distances. Zerg SpB, FB, Necro, Burn Guard, etc., all have very low mobility and those "ganking PvP'ers" you clearly have no clue about, but still mention, do not play those builds. They play roaming builds, which already have mobility generally speaking, as they need to be able to disengage if a large group comes to them or if a fight goes sour. In fact, an unnerfed mount benefits gankers more because it makes it a lot easier to catch up to people that are in combat. Now, some of the classes with very good mobility, like warrs/thieves can actually flee from warclaws for extended periods of time until you reach a structure if you want to hide. idk what kind of "pro boys" you play with but if this is your collective opinion you sound more like WvW ktrainers that just want fast cycling between objectives than anything else.
  23. Are the people claiming mirage is op the same ones that cry about warrior? That would make a lot of sense.
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