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Janggernaut.2304

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  1. So, the problem its bleeding does low condition damage, in armas you have body blows, in arms you have enought traits, you have to many might traits and skills. Just need to fixo numbers. Bleed, burn, Poison, tormenta, fart, are Just ways, the point its the damage.
  2. Not a hard cc, a knockback isnt a hard cc thief heals and hide, Guardian heals and block, engis heals and denie a lethal blow, so warriors, the real fighters, can't have a good skill? We warriors who face professions that attack from afar, teleport, jump away, become invisible, make clones, are immune to damage, block our attacks and much more, shouldn't we have some advantages in Melee combat? The warrior is so nerfed that skills such as bull rush and charge are used to move away from enemies instead of attacking them, warriors need to run away from the enemy so that the enemy spends their skills running after the warrior, so they can then face the enemy no skills available, as facing the enemy head on is disadvantageous.
  3. The warrior urgently needs improvements as you can see. Anyone who plays warrior in wvw needs to either face someone with high ping or make the enemy spend everything they have running after you or face someone who is not used to pvp.
  4. They just need to use a mace skin , they didn't add great axe so theyll not add gauntlets
  5. Sorry but all post uses this setup, so you cant see none of them
  6. How about simple and easy changes, such as warriors being masters of weapons and melee combat? How about making that a reality in the game by increasing versatility in their skills? Shield Shield Bash: Block attacks while the charge lasts. (add) Range: 600. Shield Instance: Second stage, "My Turn." (add) My Turn: Blocks the next attack, counterattacks by Knockback the enemy with the shield and leaving them vulnerable. Unblockable Knockback : 130. Unblockable duration: 2 seconds. 100% critical hit chance: 2 seconds. Number of targets: 3. Warhorn Charge: Trade quickness for three stacks of might. Second stage, "Charge Leader." (add) Charge Leader: Self-resistance: 3 seconds. Self-super speed: 2 seconds. Torch Flame Breaker: Blindness: 6 seconds. (add) War Flames: Apply fear when the field expires and explodes. (add) Fear: 2 seconds. (add) Number of targets: 5. Greatsword Hundred Blades: Taunt: 1 second. (add) Cripple: 3 seconds. (add) Rush: Second stage, "Second Wind." (add) Second Wind: Super speed: 2 seconds. Resistance: 3 seconds. Hammer Hammer Bash: Blindness: 2 seconds. (add) Hammer Smash: Weakness: 3 seconds. (add) Hammer Shock: Knockdown enemies within range: 130. (add) Knockdown: 130. (add) Knockdown: 01 second. (add) Staggering Blow: Knockback : 130. Second stage, "Stand and Fight." (add) Stand and Fight: Mocks fallen enemies to make them fight like true warriors. Range: 250. Taunt: 2 seconds. Disabled enemies taunt: 3 seconds. Axe Throw Axe: Swiftness upon hitting the target. (add) Swiftness : 5 seconds. (add) Mace Tremor: Grants super speed when you knock down an enemy. (add) Super speed: 2 seconds. (add) Heal Mending: Knockback nearby enemies. (add) Knockback: 130. (add) Range: 130. (add) "To the Limit!": Activation time: instant. Defiant Stance: Taunt: 3 seconds. (add) Range: 250. (add) Banner The warrior receives a benefit that works similarly to the banner; they don't need to be close to the banner. (add) Banners have a condition application interval on enemies according to the benefit/condition conversion table based on the banner. (add) Physical Skills Kick: Knockback: 130. Stomp: Initial resistance: 1 second. (add) Resistance on hit: 1 second per target. (add) Launch is replaced by Knockback. Knockback: 130. Shout Fear: Cooldown: 30 seconds. Utility Skill Endure Pain: You don't take damage. You are still susceptible to conditions and control effects. Downed State Revenge: If you fail to recover, you gain an additional 10 seconds of duration. If you finish off another enemy and still can't recover, you receive an extra five seconds of duration. (add) Percentage: 50%. Berserker Outrage: Resistance: 3 seconds (add) Wild Blow: Knockdown is replaced by Launch Launch: 400 Super speed: 2 seconds (add)
  7. Hi warriors, im here to share a Hammer build Guide for those who have enough testosterone to face enemies and SMASH them.
  8. Hi warrios, welcome to The Jango! Most warriors use builds where you have plenty of mobility because the focus is to run away from enemies while they use their abilities, rendering them ineffective. After enemies have exhausted their skills, the warriors engage against a disadvantaged opponent, and this has been the meta throughout. The warrior has many crowd-control abilities, which greatly helps in keeping the cowards close to you so you can crush their skulls. So if you are a warrior who doesn't flee and prefers facing enemies head-on for a real challenge, I'll leave a video for you to see how a true warrior SMASH their enemies. Watch the video and see for yourself.
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