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Lucentfir.7430

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Everything posted by Lucentfir.7430

  1. Never. Whenever they make changes to weapons it's only ever been across the board for every spec and never just for a singular spec when slotted, as far as I can recall. If they add celestial amulet back, maybe. 😆
  2. I don't know either but until I see some some example of changes between spec and weapon balancing, I'm going to just assume there's a difference. I'm also no expert nor do I have the insight how Anet codes their game is this regard 🤔
  3. It's a bit different since it's a trait compared to the actual weapon skills. Though if they can do it I'd say roll out the nerfs to Spb staff because that's certainly a good idea.
  4. Again I should've probably mentioned in that dread post I'm talking about WvW encounters also Core dueler ele the one I ran across was D/D like from ye olden days and not FA. Core eles and eles in general aren't much of a struggle in spvp unless they're the really good ones like Andres Teehees, certain ICONIC FA weaver and then Poelala a few times in unranked and they're fun fights when i get them, I can recognize where I go down if I do. Edit: in anycase back on topic, probably should just nerf staff 's base healing values so it needs investment in healing power to heal as much as it does now. I'd say go with Azure's suggestion but I don't think Anet does the splits by spec basis making it doubtful.
  5. Ngl i dread when I run into a Harb, Ele, Druid/Untamed, or Engi, they always tend to be uphill battles when decent players are playing them. Ele wise I've ran into most forms of cata(and played one myself), scary FA weavers, Strange Condi Tempest/Snoozer Bunker healers, and the rare dueler core ele.
  6. Just to be clear this is reference to pre-staff release. I still run GS/Dagger/X. I don't like playing staff, and I feel it's already on the radar to get some tuning sometime in the future, staff provides lots of things warrior didn't easily have access to like prot regen and reso which made them less prone to chipping. You do the rush trick if you want rush to land or want someone to expend CDs, and when it does crit and the target has no prot it can hit for 5k+. To even pull off the combo to begin with you'd have needed to hit them with a burst skill or FC, to have them tethered. I've had my fair share of fights where the person is smart enough if I try to move away from them to pull them, they follow along at a safe enough distance and deny me the pull, and since the CCs are pretty telegraphed like Shield Bash and Bull's Charge, there's also a good chance they'll evade as soon as those go out(which they do 60% of the time in my experience) Rush is a dash and not a leap there's a difference there, dashes keep you anchored to the ground. Leaps get you off the ground over things and a neat trick is that if you have weapon swapping available in the middle of it lets you arc further instead of landing at your max range. Breaching Strike trick is sparsely used for just a little more extra distance and a little more mind gaming to make people think they're out of range, mostly a dueler thing. Spellbreaker was rarely seen but it was a decent/good build still, during the time iirc I saw tons of Untamed/Condi Slb and Vindi, and a handful of Willbenders. And then going back a little further Bladesworn and Condi Zerker were menaces and not much of a peep from Spb aside for the occasional complaint about hammer. It is strong spec for sure, gives the tools to punch through obnoxious boon spam, and a active defense counter attack button. It definitely does screw over some forms of ele if you're heavily dependent on defensive boons though. It has its short comings though since it can still be infinitely kited and denied sustain if none of the burst skills hit, it's entirely melee, and it doesn't have any ports . Ele's state is just the ways of balance in Spvp where things are trying to be balanced and stripped down. Outside of Spvp. given the right tools/stats they become really hard to manage. (Also Signet Scepter Cata still exists in WvW roaming.)
  7. You're forgetting the innate jump dodge tech ingrained into every warrrior main(joke) Jump + Breaching Strike/Aura Slicer timing for a little extra distance Magebane Pull combo-ing via Rush Retargeting/Pull into CC Skill timing and distance gauging It's simple to play and hard to master in practice against better players that know your class or familiar with warrior and its combos. Even at higher level of Warrior skill sometimes the feeling is you'd probably be more impactful on another class that has more versatile options or just higher reliable damage. Warrior has more hoops to jump through to get meaningful results since all the damage is tied to its setups, reactable setups, entirely in melee, pre-staff implementation, and no I'm not talking about Bladesworn, or condi zerker. Condi zerker specifically gave me flashbacks of HoT era ranked Berserker tyranny.
  8. You're right all in on premade 5v5s only, scrap everything else.
  9. It was for a time when signet cata dominated, and during that time I've ran into plenty of well played hammer catas. Cata is still a thing in wvw too btw, it's also obnoxious af to fight against in roaming/low man. Also by no means is Spb meta either. Combination of Everything else it brings, you mean the fact that it removes boons the crutch that every boon heavy spec relies on? Warriors bring CC/and sometimes damage to the table, which non of those are exclusive to warrior. You don't deal with blinds, ports, pure invulns, or AoE Vomit when you fight spb and is in fact 95% of the time melee. For duels having better duels is subjective since It's all about the class you play against said classes(your match ups/builds), like engi/ranger/ele/mesmer are all obnoxious fights in the hands of good players for things like warrior because they have all the tools to shut you down or just kite you out. Meanwhile I can hop on Deva Vindicator and completely blow most of these up up since it has the ports, resistance, unblockable and burst damage to heavily shift things in my favor quickly. Well played Vindi can also blow up Spb and most forms of warrior pretty easy too. 🤷‍♂️
  10. Ofc the perception of honest would be power zerker, the class that gets kitten by weakness, blind, and has very limited ways to remove or deal with boons/Prot, much like core warrior. I will say you should give strength/dis/spb a shot if your whole thing is about "skillful" play. Stalwart Strength is definitely doing something special for its stability, it has counterplay to it being evading/blocking/blinding ccs or just having stability since it needs a sucessful cc to proc and not just hitting someone with a cc skill , especially when compared to something like Staunch Auras.
  11. It basically functions like guardian's binding blades on gs(5), When it used to do strong strike damage it was not uncommon to spike people with 3+ blades going to thier intended target but being body blocked by the closest person because that's the way projectiles work.
  12. Increasing the damage on 100b and maybe shortening the cast time would put it in a good place. They're kinda already doing the coefficient increase in spvp but this should also extend to wvwas well. An interesting thing they could try doing is increase the outgoing damage of 100b by 5% for every hit it lands (cap it by hits and not by per target hit)
  13. I'm a strong advocate for bringing back duration based unblockable utilities rather than numbered charges. I miss being able to run Signet of might, or "Nothing Can Save You!" As a good option foe encounters where there's tons of blocks present, or projectile denial.
  14. 1v1 queue with no rating, and the ability to rematch as much as you like as long as both players agree. The only people getting bent out of shape about it are people that can't handle swallowing their ego if they get dunked on. A 1v1 queue would be a good way to brush up your dueling skills or test dueling builds. If you're focused around team fighting then it's off season 2v2s/3v3s or ever present conquest
  15. I weep when I see people whining about Spb or Warrior doing any sort of significant damage with long wind ups and animation locks. Having learned and playing Deva Vindi as secondary it's VERY strong when you nail down how to play it, people are underestimating the consistency of a well executed Vindi since it has some massive explosive tracking damage and ports, and is even less prone to Whiffing because of resistance on movement skills, Shiro port -> Deathstrike lands you a Unblockable. Unblindable, unweaken-able 7k single hit(after hitting the first), if not evaded, and could combo into any other of the high damaging skills, it's a little condi prone but managing alliance stance and legend swapping well you don't worry too much about it since Tree Song Cleanses and it heals per condi on top of regen.. I feel like the Energy Mechanic only matters sometimes if you're being reckless with spamming skills but like if you sit on it for just a few seconds instead of going buck wild it's easy to just get extended burst combos off as long as you're in combat . Energy would really be crucial management resource if it did not reset to 50 every time you legend swap(this is a bad idea btw). Though tbh I think it's fine where it is currently mainly because there are plenty of other specs around that are pretty obnoxious to fight too.
  16. Idk what it is but honestly wish berserk mode would be achieved automatically after using or hitting regular burst skills and once in berserk mode your burst skills are primal bursts, and your Adrenaline ticks down. Your berserk mode timer is basically your Adrenaline bar, and you upkeep it by hitting things and using utility skills. Hitting primal burst skills counts as consuming 2 bars of Adrenaline but doesn't take it away from your Adrenaline bar.
  17. I don't think Shield Master reflecting with aegis is a bug , and moreso a oversight on Anet's part when they first gave aegis access to warrior via Bladesworn. The shield master interaction has been there since the beginning, main hand mace 2 is effectively a single block exactly like aegis without shield master.
  18. Funny enough I play with friends in unranked as a full premade or stacked 4+ when we want to get dailies or weekly out of the way, I will say about 90% of the time matches tend to be blow outs in our favor. Kinda feel bad for the other full solo team sometimes. We also participate in ATs once a week normally just for the weekly and gold rewards. I don't think full premade mixed queue should be a thing in ranked, if the desire for ranked is to actually be competative, probably the most competative I remember it being since the beginning is full solo queue since good players would often land on both teams rather than 1 while playing the queue dodge game to avoid other good players. Mixed queue ranked back then were always blow out matches galore after a certain threshold.
  19. Mending is still better by far, the Noryus relic has a short ICD on boon removal stacking. You only get one stack of the relic from Natural healing for a the stack of boons removed while getting however many procs of attacker's insight per boon.
  20. You can go the extra mile with the about face tech. How you style on Spellbreakers is you stand still or you stow weapon to trick them into FC. I know this because it's happened to me once or twice and I feel real dumb right after.
  21. I said it before. People on the spvp only side that never stepped foot in wvw don't know the horrors of what goes on in the roaming scene. Wait until you run into cele axe untamed and cele catas.
  22. @Lan Deathrider.5910 I swear I didn't see your previous post featuring similar ideas, you beat me to the punch by like a day 😭
  23. I've been brewing up a thought on how to rework arms to be a competative alternative to our other lines, basically it goes as followed below. (Current) Deep Strikes (Minor Master) - This effect has been moved to Wounding Precision. (New) Deep Strikes (Minor Master): While under the effects of fury, disabling, or striking a immobilized a foe grants extra adrenaline. Bloodlust (Minor Grandmaster): Removed Bleed duration increase and replaced it with a 1% (per stack) condition damage and strike damage increase against bleeding foes, capping at 10 stacks. Opportunist(Major Adept): When you strike a disabled or immobilized, foe, apply 1 stack of vulnerability(no cd) and gain 1 1/4 second of quickness. (ICD 1/2s) deal 3% increased damage against disabled and defiant foes. Signet Mastery: - Removed the stacking ferocity bonus, this now improves signets and retains their passives. Healing Signet - increased passive effectiveness by 33% Might Signet - Unblockable stacks now deal 10% (25% in PVE) increased strike damage on outgoing hits when used. Fury Signet - Gain 2 seconds of quickness, when used. Dolyak Signet - protection and resolution (3s) when used. Stamina Signet - Gain resistance and vigor (3s) when used. Rage Signet - Gain Superspeed and stability when used. Dual Wielding(Grandmaster): Attack Speed is increased when wielding a main-hand weapon in your offhand, when you deal strike damage gain a stack of dual wield agility(1/2s icd). At 5 stacks of dual wield agility consume it and gain 3s seconds of quickness. While under the effects of quickness, when you strike an enemy, deliver an additional strike with your offhand.(1/2s ICD) -Axe: moderate strike damage and gain might (5s) -Dagger: low strike damage/moderate crit damage and deals more damage against inactive foes, gain fury(2s) -Mace: moderate strike damage and applies vulnerability -Sword: moderate strike damage and applies cripple and bleed Burst Precision(Grandmaster): Your burst skills have an increased 50% Increased Strike Chance, critical strikes from burst skill deal increased 15% critical damage, deal additional increased 15% critical strike damage (not restricted to burst skills only) when striking foes with more than 15 stacks of Vulnerability. Furious(Grandmaster): In addition to it's current effects gain 1/2% condition duration per stack.
  24. You should, and get familiar with how people play it, knowing anet though they'll probably touch up on Bladesworn and Berserker maybe, I don't think it's endure pain causing that issue, for berserker they have a trait called savage instinct that gives them a endure pain effect when entering and exiting Berserker mode. Bladesworn just has so much raw healing with combat stimulant and shouts, you need the 1+ against a competent one. The only things I've seen beating it is probably Spectre with Endless Night spam.
  25. Hah, no worries ^^, it happens I was wondering why it was dipping into the field of nerfs and complaints when I never mentioned the such. Very good spellbreakers can be mechanical monsters, and there's a lot of mind gaming that comes with fighting them. Though with the other specs Bladesworn variant atm accomplishes much more in conquest since it can stall super well with all the sustain, this also goes for berserker which has more reliable kill power if they land Skullgrinders.
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