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DemonCrypto.6792

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  1. I have killed both of the 2 bosses needed for this achivement at least 3 time each. This achivement does not take it into acompt. Also most of the time these bosses seems to bug or conflict some of there abilities causing them to become momentary impossible to strike, or they spam certain moves back to back.
  2. Let's analyse the different moves shown in the video: 1- leap ->Valiant Leap 2-simple hit -> ? (auto n°1 maybe) 3- round house hit ->? 3- 3 directions pull ->? 4- overhead hit -> ? (auto n°2 maybe) 5- Wirling hit-> ? (auto n°3 maybe) 6- backward dodge (maybe flip overskill with 7) 7- Charge -> ? 8- overhead hit->? (auto n°3 maybe) 9- might signet 10- Shout ->? (full animation) 11- Wirling hit-> ? (auto n°3 maybe) 12- Block ->Bullet Catcher 13- 3 directions pull ->? (that is the last hit on the video) i don't think they have shown the burst skill or maybe i would bet it is the shout
  3. It is unpopular BECAUSE everything else is powercrep. Simple wisdom of the many, if it was good in the first place it would be more represented in the general population of players. This was not the case then, it will surely not be the case now with the nerf on top
  4. Yes maybe scrapper is up there too (rigth now), but it doesn't change the fact that the dps race only exist with boons.(go do 49k without alac and quick) And warrior is at a major handicap there because of the restriction put on him. What would you choose between a Qharbinger and a Qberserker. the answer is the easiest to play or the more versatile one of them. And no matter the situation/encounter/ event the on choosen is not warrior because of this. This is the issue i'm trying too show.
  5. So let's do some explaining on why war boon giving way are the worst in the game. First you need to build up ressouces (flow/adre) witch isn't possible outside of combat. Then you need to go in a special mode (who goes on cd) using said ressource then you can finally give some boons by using yet another move (who goes on cd too). and they wishe us to be as efficient as the guy who can do boon just by entering a special mode and the guys who only have cd to worry about or the guy who have acces to ressources outside combat. Warrior has to many hoops to go throught to do the same role has classes who don't have them, this mean nobody will use him outside extreme niche play,, this is killing warrior. Please Arenanet simplify the pile of kitten restiction or take some of, we are the worst classe to give boons on already. (and don't even have a true support build)
  6. https://imgur.com/a/WjNzuv8 I don't know if it's a bug, but that happened soo. We friend now
  7. Hi I have a question for warrior futur. Ok you have given acces too alac and quick on berserker and bladesworn on this last patch. this make them dps support (for now). The question: Are you going to twist ,break and rework one of them to make "heal support" warrior ? This question come with the concern that off the 3 possibles choices to make for an alacheal or a quickheal these are mechanically wise, trait wise and utilitys skill wise, the worst options. I don't say spellbreaker is better , just looking at his "utility skills nobody use" make you see why, but of the 3 this was at least the most coherente lore wise (Sunspear/dervish/parangon origines and traditions). to compare: -Bladesworn can't weapon burst, this is a problem if warrior get a heal weapon. bladesworn shouldn't stray away from his core "single big burst", it should stay the "DPS" e spec for warrior, his mecanic does not mixes well with sustain of boon and heals. -Berserker has dps trait (condi and power) and survability traits (they are pretty good and would be a shame or build breaking to rework them to put a heal build in there) the only thing that could be interesting would be a heal primal burst, but then it would be bound to berserker mode and offer no reactive and adaptative gameplay. -Spellbreaker, utilitys skill are the worst of warrior choices (they could be fundamentaly reworked), class mechanics aske to be in combat but are quick to access and can reset CD's on weapons burst; traits could be reworked to work for groups. the only real obstacle is the lack of "essential" boon giving. If you think to add a heal war build in the futur, please don't put it on bladesworn.
  8. I already posted this somwhere else but it will be more visible here. This what i would like too have for staff and i give what would be the most logical piece of lore to tie warrior to it. My in-lore reason for warriors to use staffs. — Spellbreakers are a branch of the Sunspears, an organization with Dervish and Paragon traditions. This means they have the potential to reopen these traditions after Living World Season 4. they want to reform a united Elona. But they can't walk around with lances as it would reopen old wounds. So they use only the shaft of the lance to retain the techniques without the symbolism. And because the only real enemies now are the desert beasts and traps, they attach scented herbs and incense to the staffs to keep them at bay and support their allies. Weapon: Incencing Staff: healing boons and condition damage. Conditions given: Poison, Confusion, Torment, Burn. Boons given: Fury, Might, Regeneration, and defensive boons. 1 - Throwing Incense: Throw the staff, piercing and sticking to the enemy, causing conditions on them. The staff acts as a unique debuff for the target (similar to Warrior Sword 4) and while it is piercing the enemy, it pulses conditions to other foes around them and provides healing and boons to allies nearby. 2 - Smoke Breath: The warrior blows on the incense (similar to Guardian Torch 5 but with smoke), cleansing conditions, healing, and applying soft crowd control to foes. 3 - Swift Throw: The warrior throws the staff in quick succession, causing confusion and poison. 4 - Planting Strike: The warrior forcefully plants the staff (blasting combo), causing an AoE knockdown and granting stability in the area. 5 - Peculiar Incense Blend: Grants a unique 2-stack ammunition buff to allies (similar to Thief's Scale Venom) and provides regeneration. Burst - Guiding Embers: Creates a smoke field around the warrior that pulses boons, barrier, blindness, and burning.
  9. Indeed berserker is in a good place for condi. That isn't the true issue , Weaponmastery will open torch to all e spec, but does that open new condi builds ? not really . If condi build is better stronger easier on berserker would torch will go anywhere or stay with berserker? Buffing sword and longbow only bind condi to these weapon,what would happen if by exemple staff was a condition weapon, it would be a novelty and promply die.Why? because of sword and long bow better synergy with trait. This mean any new weapon who could be condi would be de facto worst , crippleing any variation or diversification warrior could have. I mean condi berserker is ok now but would you prefer to have no alternatives because it's the second best of them all or have a good inoff condi bladesworn or condi spellbreaker for variation because the encounter you have next need a little boon strip or work better with big single bursts . I would at any time prefer to have diversity (and anyway nerf can still happen and kick down condi berserk so a descent plan "b" would ease the pain).
  10. you can do that without vengeful return. it only prove that you will take this trait not to help or support , but because you have the certainty you are gonna get downed. This trait is only there to falsy improve down state,because in the end someone who dwned you once can do it twice, can just run away and can chain cc you too death. an d on your side you have to pray to the RNG gods in the rare chance you kill your ennemis to trigger a full return, having more chance or less more life or less work on paper but not if your enemis is defacto stronger than you to begin with.(he prove it by downing you)
  11. When taken Overwhelming Motivation: Change Attacker's Insight into Guiding Insight. If you don't take Overwhelming Motivationthe trait stay the same. This is to not destroy Dps builds
  12. too be fair they don't exactly have a proper suggestion box. or people to read what would be in the box So for now i do the second best , the forum
  13. Hi, I would like to open a think tank with the goal of broadening and expanding comprehension towards "warrior builds and what prevents them from becoming a reality." (In simpler terms, "How can we change the fact that warriors cannot fulfill certain roles?") First, let's talk about the "heal support warrior" role. First roadblock - weapon Warriors currently do not have a main-hand weapon that provides good shared boons and healing. How can we fix this? SotO has promised a new weapon, the "staff," which could potentially serve as a boon and healing provider to overcome this roadblock. Second roadblock - core trait line Warriors only possess 1 and 1/3 of 2 core trait lines with dedicated support options: Tactics and Discipline (where only the Double Standards trait is considered for Discipline). How can we fix this? Discipline needs two more support-focused traits. One possible improvement would be to replace Vengeful Return with Roaring Reveille, and swapping Heightened Focus with either Phalanx Strength or Martial Cadence could also be beneficial. Additionally, reworking the minor traits in Tactics could be considered: Empowered: Increases strike damage and healing power or concentration for every boon on you. Mending Might: Applying might to an ally pulsates a heal. These proposed changes would at least provide some flexibility for a heal-oriented build. Third roadblock - elite specialization Warriors lack a trait line, utility skills, or mechanics for heal support in any of their specializations. Moreover, the Berserker and Bladesworn (opposite to healers) are the specializations that received essential boons (alacrity and quickness). How can we fix this? A fundamental rework of one of the specializations is needed, completely changing everything to try to integrate them with this type of gameplay. (However, personally, I would prefer to see spells providing alacrity rather than attempting to create a healing-oriented junksworn with a 100ft pole.) Now, let's discuss "condition" builds on the warrior: As you may know, warriors currently only have two condition builds: Berserker and core warrior (technically, Spellbreaker is also there, but truthfully, no trait or utility from this specialization is condition-based, so it's essentially core+) How can we expand the variety of condition builds? First roadblock - weapons Warriors currently have 1 main-hand condition weapon, 2 off-hand condition weapons, and 1 two-handed condition weapon. This is restrictive. How can we fix it? One way to open up new builds would be to provide conditions or hybridize lesser-used weapons. A good candidate for this would be maces. Giving them condition stacks would counteract the slowness and separate them from hammer shadow and would also make sense for Berserker's primal burst (which is already condition-based). Another candidate would be the staff. The reasoning behind this is that we already have sufficient power-based weapons to cover all bases, and the staff could introduce gameplay that is less similar to what the warrior arsenal currently offers. Second roadblock - core trait line Warriors only have 1 and 1/3 core trait lines for condition gameplay (Discipline's Crack Shot only matters for longbow and other ranged weapons). Discipline needs to be reworked to include more weapon variations and requires two additional traits to become a fully viable trait line for condition builds. Additionally, Arms is also in need of a fundamental rework since critical hits and conditions don't synergize well with each other, and sword-centric traits limit the use of other weapons. How can we fix it? Open up traits with weapon-specific requirements to apply to any weapon, lower the precision requirement or provide more expertise, grant longer durations for furious stacks or introduce another way to obtain them, and remove "useless" traits like Dual Wielding and Vengeful Return. Third roadblock - elite specialization Aside from Berserker and core warrior, there is no other elite specialization for warriors with a condition-based trait line or condition-based utilities. How can we fix this? A rework of traits, specialization mechanics, and utilities is necessary. Now for the subjective part, you can stop to read here if you want, this is another e spec crafting/dream. Here is what I see when you ask me about Heal warrior. Heal Warrior: Obviously, I wouldn't make Berserker a healer (for good reason). To put it in context, Berserker is a Pact warrior from the Heart of Thorns era who, after escaping a deadly/betrayal situation, thought it would be a good idea to take a Torch and go punch the forest he is currently in. Not really a healer mindset, I would say. And I don't see Bladesworn as a healer either. Bladesworn warriors are loners by essence due to the unstable and point-blank explosive nature of their weaponry. Dragon Trigger is, by definition, not a cooperative move. This is why I think giving Alacrity to Bladesworn was a mistake. So, this is why I believe the best candidate to be made into a healer would be Spellbreaker: My reasons for it are that Spellbreakers are a branch of the Sunspears, an organization with Dervish and Paragon traditions. This means they have the potential to reopen these traditions after Living World Season 4. This gives an in-lore reason for warriors to use staffs—they want to reform a united Elona. But they can't walk around with lances as it would reopen old wounds. So they use only the shaft of the lance to retain the techniques without the symbolism. And because the only real enemies are the desert beasts and traps, they attach scented herbs and incense to the staffs to keep them at bay and support their allies. Heal Alacrity Spellbreaker: Utilities: Rework meditations to have unique buffs (like stances on Soulbeast) and rework them to be shareable and provide Alacrity through traits. Natural Healing: 5-pulse heal, cleanse (unique buff), and give Barrier if the ally is already at full health. Featherfoot Grace: Shared stability and swiftness. Sight Beyond Sight: Same, but give Fury and Might. Imminent Threat: Only war (taunt), but give Aegis and Vigor. Break Enchantments: Same, but not shareable. Elite: Winds of Disenchantment: Same, but increase boon duration inside the Winds for allies and pulse Protection. Traits: Change Enchantment Collapse into Overwhelming Motivation: When taken Overwhelming Motivation: Change Full Counter into Full Motivation: Shared Full Counter aura that absorbs 1 attack, deals divided damage, doesn't stun, pulses Alacrity for each attack absorbed, and grants access to a secondary utility skill bar (only the 3 middle skill ,16-second cooldown and needs to be used again to swap back). (this is on of the big problem with war boons and heal are separated into banner and shouts and no class mechanic give flexibility , so augmenting the number of skills seems to be a possible solution to have more options) Change Attacker's Insight into Guiding Insight: Same functionality on stun (max 5 stacks, burst skill recharges when F2 is successfully used), but grants Healing Power, Concentration, and Vitality instead. Change Slow Counter into Slow Advantages: Full Motivation converts 2 ally conditions into corresponding boons and pulses Alacrity afterwards (lesser effect when there are no conditions). Change Guard Counter into Guide Support: Healing Power gained by the warrior is increased by 1% per boon on allies (up to 10%). Change Spellbreaker's Conviction into Spellbreaker Devotion: Same, except meditations become shared skills, and when a meditation buff is active on the warrior, it pulses Alacrity at 1-second intervals. Weapon: Incencing Staff: healing boons and condition damage. Conditions given: Poison, Confusion, Torment, Burn. Boons given: Fury, Might, Regeneration, and defensive boons. 1 - Throwing Incense: Throw the staff, piercing and sticking to the enemy, causing conditions on them. The staff acts as a unique debuff for the target (similar to Warrior Sword 4) and while it is piercing the enemy, it pulses conditions to other foes around them and provides healing and boons to allies nearby. 2 - Smoke Breath: The warrior blows on the incense (similar to Guardian Torch 5 but with smoke), cleansing conditions, healing, and applying soft crowd control to foes. 3 - Swift Throw: The warrior throws the staff in quick succession, causing confusion and poison. 4 - Planting Strike: The warrior forcefully plants the staff (blasting combo), causing an AoE knockdown and granting stability in the area. 5 - Peculiar Incense Blend: Grants a unique 2-stack ammunition buff to allies (similar to Thief's Scale Venom) and provides regeneration. Burst - Guiding Embers: Creates a smoke field around the warrior that pulses boons, barrier, blindness, and burning.
  14. My feedback on the Weaponmaster training for war: Dagger MH: It's okay. Primal Burst is lackluster at the moment, but it's a good option if you want something other than an axe for power. Dagger OH: It's still mediocre and can't compete with the multidirectional hits/spin-to-win mechanics of the axe OH in terms of damage. However, the barrier could open up a niche for it. Now, onto the problems: Torch and Pistol OH: These weapons are too closely tied to their respective elite specializations to be truly effective or offer new build options. For example, the torch is only useful for some specific build, and other elite specializations lack a good condition damage alternative to condi berserker. The pistol is attempting to compete with both axe and dagger OH, which is redundant, and the ammunition mechanic only matters for Bladesworn. This means that for now, these two weapons are missing the mark for the Weaponmaster training, and the OH dagger is only slightly better than them. TL;DR: Opening up weapons to every war specialization doesn't work because some are too dependent on their respective elite specialization skills and traits.
  15. Anyone think the floting 4 arm dude look like a Seer (the dudes who created the magic human gods "allegedly " used for the creation of the bloodstones) https://wiki.guildwars2.com/wiki/Seer
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