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CalmTheStorm.2364

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Everything posted by CalmTheStorm.2364

  1. Excellent ideas. I'd love to see SH become a proper game mode, and this would definitely help
  2. Gonna disagree with you there. Low population is certainly an issue, but the matchmaker still makes bad matches even when it has full flexibility to move people around to make a more balanced match. I've been a part of numerous matches without any duo queues that were 500-100 stomps--i.e., the matchmaker had complete liberty to arrange the teams however it wants, and it made a garbage match. For instance, last week, I played a match vs Grimjack and Tramadex (both of whom were playing Cata, so the matchmaker didn't even have class balance as a reason to put them on the same team). No duos in the whole match. They won 500-80. Idk what the matchmaker thinks it's doing, but it sucks.
  3. If you wanted to make Bladesworn completely unplayable, this would be the way to do it. If, on the other hand, you wanted to make BS functional and balanced without relying on bloated sustain, then you need to compensate the nerfs with substantial buffs and reworks to other things. Personally, I think unshakeable mountain should be reworked entirely to provide some other utility or function and get rid of the barrier spam.
  4. Why not make Lush Forest be something like: "Provide alacrity (1.5s) to nearby allies (600 range aoe) when you use an ammo skill". You've got a billion ammo skills (including the shouts you're using for healing), so you should be able to more or less passively upkeep alacrity doing the things you normally would. Imo, this would make a lot more sense than what they did with daring dragon.
  5. I'm fairly certain the changes in the OP would make MH sword an A-tier weapon (possibly even for power builds) in competitive modes. However, I doubt it would be enough for any non-berserker condi builds to emerge in PvE. I think success there would require more traitline support (Arms rework when??) and also some condi oriented utility skills. For instance, Ranger has multiple traits on multiple traitlines that build is condi diversity; it also has utilities like Sharpening Stones and its numerous trap skills. Maybe some of warrior's less used utilities could be reworked to provide a similar flavor (a shout and/or a stance would seem ideal, for instance).
  6. I used GS/axe+ pistol on spellbreaker and it was pretty good. I'm sure dagger+ pistol would be good too. OH pistol was really the only bright spot in the beta for warrior, Imo.
  7. Imo, the immobilizing shot should be instant cast right after the roll (or 1/4s cast, max). The 3/4s dodgeroll animation is telegraph enough; no need to tack a lengthy cast time on top of it. Alternatively, the shot could be at the same time as the roll, like ranger SB3.
  8. The cast times on rifle (and longbow, for that matter) are just too long. Compare it to Ranger LB/SB for instance: Point blank shot? 1/2s cast with nearly instant projectile. Hunters shot? Instant cast. Crippling shot? Instant. Concussive shot? 1/4s. Thief rifle and shortbow are similar stories. Ranger and DE also have the benefit of 1500 range on LB and rifle, respectively. In summary, if warrior's ranged weapons are to compete with those of other classes, we at least need shorter cast times (and faster projectile speeds) to match them. Longer range would help too.
  9. A good question. I did trial it briefly, and it did ok. My overall finding, though, is that the bulk of you dmg is coming from condi rather than power (probably 60% or so, just eyeballing it), so it seemed like I was getting more mileage from having greater condi dmg rather than improving power/precision/ferocity. I think the calculus would be different if sword and mace were actually decent hybrid weapons with solid power options (mace in particular is just awful at everything besides reflecting projectiles and occasionally interrupting folks with pommel bash). But give it a try and see if you can make it work! Maybe you'll figure out something I missed.
  10. http://gw2skills.net/editor/?PKABw6lzlJwEZYsEWJeSX+tbA-z54WIJUARGBZmCaMAA Fun build I've been playing around with. The new blood reaction trait is outstanding and this build makes full use of it. As with most zerker builds, most of its offense is limited to berserk mode; however, the reworked Flurry and the fact that you have modest power dmg makes you at least a little more threatening than you used to be. Tons of active defenses and CC. Decent mobility. Runes of Divinity, Balthazar, or Orr are all solid options. Overall, Bladesworn is still probably better overall (and no one should really be playing PvP until they nerf elementalist anyway), but this is still a solid off-meta pick. Enjoy!
  11. Thanks for the kind words! And I will never say no to a dash on FT; as we've discussed before, that would be my dream. Unleash the gatotsu! https://youtu.be/Z4qLsF9NeXE
  12. *innocent puppy dog eyes* 'cause I'm such a nice guy?
  13. @Cal Cohen.2358 I appreciate the recent changes to Flurry; it's definitely better than it was before...unfortunately, that's a low bar to clear, and the skill in its current form is little more than a glorified AA chain. The DPS (2.0 coeff over 2s) is paltry, especially for only a few stacks of bleeding (and only bleeding). It's solidly a C-tier skill at this point (which is an upgrade from D-tier, to be sure, but still). Some ideas for improvement: 1.) Decrease cast time to 1.5s. Pure and simple increase to DPS. Also, as long as the immob remains 2s+, this creates a window after the channel where the target is still immob'd where you can land another attack. 2.) Increase range to 180. Makes it easier to snare targets. 3.) Make immob application apply once per target per cast. This prevents a miss, blind, aegis, etc on the initial hit from negating the immob. 4.) Flurry refreshes Final Thrust when you immobilize a foe. Creates an internal synergy with sword's own skills (such as Backbreaker and Fierce Blow on Warrior Hammer or Hilt Bash and Maul on Ranger GS) and improves DPS potential. On that final point, please also consider increasing range of Final Thrust to 180 or 240 and increasing bleed stacks applied to 4 above 50% health/8 below 50% health. Reducing the CD to 8s would also be reasonable. The idea is is to make MH sword a significant offensive threat by repeatedly comboing Flurry and Final Thrust to achieve modest power dmg and significant bleeding output. Thanks for considering it!
  14. I really hate how flamestrike is a projectile-less ranged attack with no animation besides the ele hand gesture. You don't even realize what's hitting you until you notice an increasing amount of burning appearing on your bar. Plus, the inability to reflect the cast or jiggle-step or whatever to make the projectile miss makes the ability even stronger.
  15. Which still underperforms other DPS specs that hit 40k+. Sounds like it still needs some buffs. Otherwise, why not play power hammer SpB which a) breaks 40k DPS, b) brings way more CC, and c) is more survivable?
  16. Rifle and longbow still suck and are far overshadowed by their counterparts on Deadeye and ranger. It's really frustrating that, despite so many buffs and changes, warriors' ranged weapons (and weapons in general) just lag so far behind those of other professions.
  17. My biggest takeaway from the beta is a depressing reminder of just how bad warrior weapons are. There are probably a couple power builds that might get a boost from OH pistol, but that's about it.
  18. Agreed. Both the matchmaker and the rating system are major sore points in the PvP experience.
  19. The biggest issue with rifle is that it is SO...DANG...CLUNKY. Long cast times on many of it's skills (kill shot, brutal shot, explosive shell especially; rifle butt is also somewhat difficult to land) make them difficult to use well. You also get out-damaged by most other ranged specs (esp harbingers, deadeyes, most ranger builds--all of which have ways of CCing you from range which you have no answer for), so it's hard to trade with them and you end up having to close the distance to engage in melee (so what's the point of rifle then?) or retreating/LOS'ing.
  20. Eh, it's ok. Definitely better than it was before, but probably not going to be a new meta or anything.
  21. Ok but seriously... How many threads about this do we need??
  22. @Cal Cohen.2358 DE is still broken in PvP. Please fix.
  23. Stolen abilities are doing like 8-9k dmg on glass builds. Probably using PvE coefficient. Please fix.
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