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Shadowpeixera.2918

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Everything posted by Shadowpeixera.2918

  1. A good rule of thumb for any leveler is "if you don't have the mounts, free your movespeed talents first, because you will be walking a lot". In Warrior's case, i don't think we get a mobility signet so our options are warhorn offhand ( lol ) or Warrior's Sprint. At the early game, your heal skill will keep you topped up, and Healing Signet is enough passive healing. You might go MMR or Adrenal Health after it, all up to you. Power is a easier stat to gear for while leveling, since prec and ferocity won't really boost your dmg output that much, so you can just mix and match power, prec and tough/vit. Your base damage is high enough with power gear. Sword is a really good weapon for open world because of it's utility but the damage is lackluster. But considering you get a lot of mix and matched gear with leveling, you'll probably have condi damage on your set, so Sword+Axe is perfectly playable. Personally i'm really interested in seeing how a Mace/Shield + Bodyblow build performs on the level experience but it'll be probably weak. Warriors are quite sturdy when built well, so you can absolutely converge into a dps gearset at endgame and feel fine, but i'll be honest, i just dislike playing Berserker gear altogether ( always been a Celestial kid myself ).
  2. You will be able to access the weaponmaster training without the xpac, so yeah. Warrior needs a massive weapon pass. Swords and Maces specifically, but all of the weapons could use some looking through.
  3. I'm perfectly fine with everything said that kept to the topic. Anet *is* bad at balancing, and several of the core systems to the game, including the elite-spec system and the boon-condition system, are really, really unhealthy. Anet overtried with trying to make a different MMO, and while the strengths of the game are well defined, so are it's pungent weaknesses, like an entire class being chained to be the ONLY class that suffers from "fantasy design" because it's core component is countering the boon-condition system ( Necromancer ). Hell, consider all the nerfs to Spellbreaker in this vomit-boon meta. Warriors have several problems without even touching those core systems: It's mechanic is bad/outdated , and they've been nerfing the burst skills. It's cooldowns for utilities are long, even thought some of those utilities are good. It's talents range from uninteresting ( Berserker's Power, Furious, Heightened Focus, Axe Mastery ) to weird ( Body Blow , Crack Shot ) to complete meme ( Vengeful Return, Dual Wielding ). The class lacks fun proc-based talents, we don't shatter earth or create poison fields, or summon orbital strikes, or blast things with a Hammer made of ice. Imagine the fun we could have if some Mace talent allowed us to shatter the ground, crippling and bleeding in an area everytime we disabled a foe, or something like that. Ah, and the weapon-design is still in 2013. Swords and Maces still feel clunky and weird and outdated. We get new stuff that either overlaps with the old stuff ( Pistol offhand/Dagger offhand and Axe offhand ) or just plain doesn't work in a intuitive way ( The entirety of Bladesworn ). My personal belief is that the class lacks a representative that knows it's ins and outs, both for casual and competitive play. I don't think Warrior is memetier as a lot of doomsayers think it is, i think it has a place, and it's not a bad place, but it does need a lot of love and a massive weapon/talent pass to be more interesting instead of "i connect my burst WHEN IT'S NOT BLINDED/AEGIS/REFLECTED/DODGED ) and now i hit things harder for a while".
  4. Honestly, i still enjoy Warrior greatly, and i think it fulfills the fantasy well with it's weapon impacts and sound design. It's just that the class design is all over the place. Bursts should be long cooldown finishing moves that are basically "i-win" buttons, not mandatory rotation skills that the Warrior feels incomplete without them. The Warrior should be able to stand it's ground solely with it's weapons and utilities, you know, like GUARDIAN does? The problem is that burst skills end up being not an additional mechanic that makes the Warrior stronger, they are a core mechanic that turns the Warrior weaker without it. We are always at our weakest at the start of a fight, ou skills usually rely on connecting to actually have it's effects, and in the boon/condivomit of Aegis, Blind, Cripple, Reflects, etc, several of our skills just won't hit. Add that to the fact that Warriors have pretty outdated weapondesigns like Sword and Mace, and several weird/dead talents ( Ambidexterity for instance, but the Mace talent comes to mind too ), and you just feel for the class. And this is more of a personal opinion, but i find Warrior talents to be really boring to an extent. We don't have cool proc effects like creating ground shatters, or electric fields, or orbital strikes, or smashing a hammer with glacial power. We just hit things harder without any visual conveyance. When they made the Hammer pass, i was hoping they made Hammer a area control weapon where you would create a ground quake area that crippled enemies and gave you Quickness, so basically you would be extremely strong in the area you just created. Alas, it was just quickness and hitting people in the chin. Add also to all that the fact that most balancing decisions to the class are baffling: Spellbreaker loses a lot of it's boon removal on a game where you can fart 25might easily, Berserker and Memesworn get Quick/Alac instead of Spellbreaker, and Memesworn is one of the weirdest most clunk specs to play, banners, etc. There were ways to fix banners that didn't involve that disgusting rework. I 'think' they're fine now? Can't say, haven't played Warrior in a bit. When Anet allows Guardians to yield banners, i cannot wait to see how much superior they'll be to Warrior banners. I don't know if this is a CMC problem or a Anet problem but the class really needs a representative that plays it and understands it, both for casual play and competitive play. And i don't think that exists right now. It just feels like it's a class that gets collateral balance.
  5. The more egregious clipping would have to be fixed, but for Asura and Charr players, that ship has sailed 10 years ago. As for allowing for mix and match, i mean, fashionwise doesn't matter much, just put clear class symbols on top of the heads on competitive pvp and you would be done with for identifying players. I'm ok if you get locked with only one armor type equipped, OR if maybe you could mix and match for theorycraft but having all six slots on the same type would give you good buffs that you wouldn't want to pass out.
  6. You were too quick to judge indeed, considering that you said Warriors got better weapons out of it. Offhand pistol is a meme, worse than offhand Axe, Daggers are good because of core warr burst removing six boons but it's sustain is tied to Spellbreaker, and Torch. Torch is fine when you consider that the other condi warrior offhand is Sword, but Warriors didn't really get anything home to write about. Mainhand Axe stays a staple of any build.
  7. Yeah, you lost me here. There are several problems with GW2, but let's not conflate them being bad at balancing with your personal issues.
  8. I've since betrayed to the blue side of the force, and i'll be P U R G I N G H E R E S Y with my dual blasters, but i still feel for my Warrior comrades. The issue with a good MH Pistol is that Anet did us incredibly dirty with OH Pistol so forget dual wielding it with anything cool. Sure, Shield is awesome for those Riot Officer feels but it stills feel a bit off, like nothing besides Warhorn will support a ranged MH weapon. Anet went too deep with the melee fantasy. But like, it's clear they're going probably with the route of every class having every weapon ( FINALLY ) so we might get something good with Focus down the road.
  9. I'm all for them just doing away with the armor types or doing a Archeage/ESO and letting us equip specific armor types for bonuses ( condi for light, power for medium, tanky/support for heavy ). Or just breaking the fashion barriers and going Wildstar, letting us mix and match everything. But it is possible to do some good fashion with pistols there. It's always the same case for new weaponsets.
  10. I don't think we need a CC melee weapon, i think we need maces to be reworked and Anet to stop overlapping weapons with other weapons. For the love of god, just bring the goddamn outdated weapons like Sword and Mace to 2023 already. Let staff/spear/poleaxe be it's own thing with support and such.
  11. This is probably going to be nerfed, but Core Warr has a SIX boon removal on level 3 Dagger Burst. 4 on 2 and 2 on 1. I would argue that a tanky build with good adrenaline generation would annoy people in PvP, but i do agree that beyond Daggers, the rest of the weapons aren't that good for us. They REALLY need to give a weapon pass to bring some of the weapons to 2023, and while Warrior isn't the only class with that issue, it's the class with the biggest number of outdated skills on weapons ( Swords, Maces, Greatsword, Rifle ).
  12. I can work with that. Polearm ( Staff ) Skill concept: AA Chain: Polearm Slice -> Slices at your foe, tormenting them with a wicked wound. Upward Slash -> Aggravated the wounds of your foe with a upward slash, tormenting them more. Weakening Thrust -> Thrusts your Polearm at your foe, weakening enemies in front of you. Range: 150. Delays: 1/2s, 1/2s, 1s. ( The animations are a diagonal left to right downward slice, then a smaller right to left upward slice until the dead center of the enemy, and finally a powerful AoE thrust with a cool animation. ) Skill 2: Defensive Slash -> Spins your Polearm in a arcing motion, striking enemies around you, slowing them and granting you and allies with Barrier. 4s Cooldown. Combo Finisher: Blast. Radius: 150. Delay 3/4s. Skill 3: Tactician's Assault -> Stabs ferociously in front of you with a poisoned spear in a vicious but controled display of aggression, applying Poison to enemies and cleansing conditions off allies, more conditions are cleansed if the enemies are Slowed. Cooldown: 12s. Range: 150. Delay 2s. Skill 4: "Suppress, Galvanize" -> Leaps to target area. At the impact, you stab the ground with your Polearm, confusing Enemies as the earth shatters below them, and granting Protection and Regeneration to your allies. Cooldown: 18s. Range: 600. Evade 1/2s. Delay 1s. Skill 5: "Beyond My Gaze, Within My Reach" -> Throws a magical spear at the enemy target, immobilizing it. The spear then explodes, copying the target's conditions to nearby foes. Allies near the Warrior gain Barrier and Resolution. Cooldown: 22s. Range: 1200. Delay: 1s. Burst: "Stand As One." -> Throws a magical spear to the targeted area, causing damage to enemies, and leaving an area at the point of impact of pulsing healing waters that grant Resistance and Regeneration to allies. Combo Field: Water. Cooldown: 8s. Range: 1200. Delay: 3/4s. ------------- The idea is simple: Make the Staff a bit longer range than other weapons ( 150 base range ), while behaving like a tactician's poleaxe/polearm. The attacks are relatively speedy, but they are also easily avoidable, the cds are long for the most utilitary cds, and the weapon would perform ok for condi bruiser builds with support. I for one like what Ian did here, i would argue that the CDs should be longer at least for 3/4/5 and Burst. Also, the weapon would probably have to have okayish power coefficients so it would be a hybrid i guess?
  13. Yes. We got it. We are all emo kids crying in the NECROMANCER forums. We know it won't get better, we wanna complain about it. Your crusade is over. You can go to bed now.
  14. I mean, i'll be purging heresy with those.
  15. What in the name of Grenth are you talking about? There's a limit to how much your vague statements make sense, and they're breaking the barrier. Think before you speak, or just leave the debate. It's ok not to type. 8+ years of this, Jesus Christ. The reason why Necro has been strong is not because it's an "attrition class" ( it isn't, no matter how much people want it to be ), it's because they're the only class that counter a core system ( Boon/Condi ). If Spellbreaker hadn't been nerfed several times in it's boon removal capacity, it would also be way more prevalent. In GW2, boons and active defenses are kings. Boons make your class extremely powerful, which in turn makes classes that counter them also powerful ( Necros ). But having active defenses is what makes a class competent into attrition, and that's not Necro. That's Guardians, Thieves and some Warrior builds. Thieves that shadowstep around doing spikes of damage denting your HP are doing way more attrition than a Necro will ever do by facetanking damage with their mana resource. I've been a major hater of the boon-condi system for years now. It's literally Anet designing themselves into a corner. It's a highly dysfunctional system that brought us the "amazing" concept of Quickness/Alacrity 100% uptime, and now the entire game revolves around it. My point isn't that Necro isn't good ( albeit i would argue it started being good because the game meta evolved into high boon upkeep, not because Necro itself is strong ), it is. But it's not an attrition class. Facetanking damage in GW2 gets you nowhere.
  16. I get that but isn't the point of Terrormancer to counter pressure from stab-boons? A lot of other classes have to eat bursts when the enemy applies Stab since it means they're starting a combo, Terrormancer makes use of that by baiting them. The way i'm seeing it, you lose a lot of the opportunities you had to counter the bursts. Of course, again, i'm not really that knowledgeable about Necro, so there's that.
  17. I love how that patch will just destroy everything and *maybe* something good might rise from the ashes. But specifically for chillmancer hybrid, i feel like resorting to power stats just makes your chill not be as good. Terror Chill is pretty fun, but it is ALSO a build that might suffer with the removal of boon corrupt on several skills.
  18. I like how under the pretense that you know what you're talking about...you really don't. People like the class for different reasons, they DEAL with the mechanics and changes. Some like the theme/aesthetics , some like the weapons, some like the playstyle. Not everyone has to like everything the class has to like the class itself, and this isn't the first time you argued something vague like this just to make your quite honestly stupid point. You go on the Warrior forums and you'll see how many of them enjoy the theme, the aesthetics and had to deal with several baffling changes over the years, ranging from completely niche/useless weapons, to lack of identity, to weird design directions for their e-specs. None of them want to stop playing Warrior, they want Warrior to get better. We get it, Anet won't change, yaddayadda, you've been doing this for the past 8+ years now. Enough. Anet has the right to force bad gimmicks down our throats and we have the right to complain about it, which is one of the reasons why this forum exists. And the problem isn't Lifeforce itself ( albeit it is a really weird design in this game ), but the fact that people still seem to think that Lifeforce is a defense mechanism, not a resource, which is something every Necro should debate against because it's just not true. You don't really have to speak on matter you don't understand on care about. Put down the keyboard. We got your point years ago.
  19. Title. I feel like Terrormancer has terrible direct Fear application ( most of it is pretty wonky to hit ) and thus, they rely on corrupting Stability to get their Fear procs. Now that Necros don't have a majority of their corruption skills, wouldn't Terrormancer get a pretty hefty nerf? Like, just the idea of having to boonstrip to then hit your Staff 5 instead of just corrupting into fear and then chaining Fear into Staff 5 is giving me the chills ( pun not intended ). I'm a pretty minor student of Necro, so anyone with more experience enlight me please. How would you build, going forward?
  20. If this is a hybrid build, why not going Celestial? Is it that bad? Wouldn't the spread in stats make you way tankier and do more with the condi traits you've chosen?
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