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Jzaku.9765

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Everything posted by Jzaku.9765

  1. My main feedback is that this is the Elementalist's gun but barely feels magical at all. Guardian pistol in this same beta has laser beams and magic glyphs, please improve the cool factor of the weapon.
  2. It's Warrior's only weapon with Modern skill design. Even if you don't like the fact that it's support focused, it literally has an aoe pull, a block, unblockable buff, and 2 movement skills on it. It'll be good relative to Warrior's other weapons no matter what.
  3. The response you're going to get is some drivel about Bladesworn needing a complete rework from the ground up or needs to be removed. I totally agree with you that the design intent was to shift most of the power budget into Staff's 1-5 skill instead of the burst skill so Bsw can use it. That said, the Auto chain could stand to do more than just give regen - just look at Rev scepter in this same beta that is granting Barrier to allies on auto. And that's a weapon going on what is already one of the strongest support classes in the game.
  4. Look at it this way - Staff alone is attempting to put Warrior on the same level as, e.g., the entirety of Druid including all CA skills. Then reassess how much it needs to do to be competitive.
  5. I just tested this and you are straight up wrong. Make sure you aren't using Axe Burst to test it because that is inherently giving you Might. Soldier's Focus and all associated traits has a 10s ICD. Soldier's Focus also puts an Icon on your buff bar every time it comes off CD.
  6. [Martial Cadence] never has, it's tied to the first minor trait [Soldier's Focus] which has a 10s ICD. So is [Soldier's Comfort]. That's why neither of these traits list an ICD.
  7. I think you are misunderstanding my point. You say 2012 design implying that having pure utility attunements is a bad thing. But DPS is completely up to coeff numbers tuning. Would you rather have a build that hypothetically 42k using only Fire and Earth, or a build that also does 42k going through all 4 attunements? The weapon can be designed to have pure utility attunements, but the end result of your DPS Build does not necessarily require all attunements to do DPS. For example, even right now, condi Scepter Weaver and Tempest builds do not use Water/Air yet basically do competitive DPS with Hammer Catalyst, which does cycle through all 4 attunements. In this way it's nothing but a benefit for Ele weapons to have some attunements that are pure utility. There's less for you to do and those attunements are always available to you, instead of being put on CD due to your rotation cycle.
  8. Can confirm, hilarious bug. Actually playing with the weapon, this is my general feedback: Feel bad moments about using Staff The sound effect on Auto3 [Inspiring Whirl], [Defiant Roar], and Burst(s) is incredibly annoying, especially at the rate you are using these skills Auto3 [Inspiring Whirl] feels very sluggish and you can accidentally cast cancel it all the way to finishing the spin animation but before the hit actually registers. If it's intended to be such a mediocre skill (being kinda useless since it ramps perma regen so fast) then speed it up. If it's meant to be a slow, impactful skill, then make it give some trickle barrier or something, just like Rev Scepter. Ally targeting is really clunky, especially since you essentially need to spam [Line Breaker] regularly to maintain perma Protection. Being able to Rush to an ally is great, but please give the QOL for the enemy-targeted version to also apply all the support effects in PVE. [Defiant Roar] has a really sad animation despite being a pretty strong skill. Maybe copy Warhorn's [Call to Arms] animation onto it. Feel GOOD moments about using Staff [Valiant Leap] and [Line Breaker] feel great to use. Please copy how [Line Breaker] works for GS's [Rush], especially how it's affected by Quickness to send you flying. That's probably a bug but it's incredibly fun. Warrior's first on-demand pull in in 11 years in [Snap Pull] is incredible. Thanks. PVE Support Warrior feedback Please give Staff some Vigor to reduce reliance on Warhorn, or up the Vigor Duration on [Call to Arms] so less time can be spent on the ineffectual Warhorn set. I think [Valiant Leap] should be a Blast Finisher, being a VERY similar skill to Engi Mace 2 [Energizing Slam] On a related note, Warrior used to be the class [Powerful Synergy] was on. I think it's a great missed opportunity to not have a Water Field somewhere on Staff. Taking Discipline (as intended, seeing as the new Heal % trait is in there) makes you incredibly Adrenaline starved on Staff. It's probably better to take Arms for Adrenaline, but then you are stuck for a long time on a bad MH when providing boons missing from Staff with Warhorn. [Soldier's Focus] (the signature support feature of the Tactics Traitline) sucks for the exact same reason you removed the ICD from [Heat the Soul]. It's a 10s ICD on using a Burst skill, everyone hates this. On a similar note, it's 2023, and Soldier's Focus is giving 3 Might on a 10s-ish ICD. Come on. You gave Staff Mirage near instant perma 25 Might like, 2 years ago.
  9. You are not penalized for anything. These are buttons you have on top of the heal skill everyone uses when they're in danger. Some classes don't even have ways to heal themselves outside of their heal skill. This would be like saying a Firebrand using Tome 2 to stop himself from going down and killing his own efficacy "penalizing him".
  10. I'm actually so surprised many people want every attunement to be a DPS increase. I would think more people would inherently understand that its actually better that the go-to "build" has some attunements you just dont go into, so you have access to the toolbox skills inside on demand.
  11. Not that I have much faith in Heal Bladesworn either but you are completely barking up the wrong tree. 1 cast of Linebreaker alone at 12s CD is healing for more than the Staff's T3 burst, and is roughly equivalent to 3 casts of the Primal Burst. Bullet Catcher heals for almost double what Linebreaker does too. The tooltips they showed on stream were all on the same build so even if we can't accurately determine the coefficient, we know how strong the heals are relative to each other.
  12. I actually missed that the Primal Burst immobilizes lol so yeah adrenaline will flow like a torrential river - just requires dropping Disc for Arms, which has it's own interesting perks.
  13. I don't disagree that the weapon was primarily designed for PVP/WVW, but my post is from a PVE perspective where Bladesworn is actually the Alacrity spec for Warrior, and thus is jockeying for the Heal Alac role as well.
  14. I've got 3 main criticisms: Bladesworn has no burst skill, and the burst looks so good. Staff doesn't synergize with any of our perma-Adrenaline traits that make Warrior feel good to play. Remember that with the patch Part of maintaining perma Zerk is Bursting a lot - we'd have to cope with switching to Axe often with Disc, and even then a Heal build won't have max crit chance for Axe Mastery. Dropping out of Zerk is still bad because of this lack of Adrenaline gain. I really think the Core Burst skill should be a Water field, and Valiant Leap should be a Blast Finisher.
  15. Best in what sense? You're not giving boons or healing to the party like Herald can. Maybe when we get access to Staff and Bullet Catcher you could say it's the easiest. But again, is it really easier than Herald?
  16. I'm just amazed it didn't get the CD reduction baselined when they removed the CDR from Shield Master. I'm pretty sure it already had a foot out the door in competitive modes even with the CDR.
  17. The wiki isn't comprehensive as the overwhelming majority of it is user-submitted content. Attack Speed increases are Attack Speed increases no matter the source - meaning Quickness and Dual-Wielding both affect aftercast delay in the same way. I understand wanting a passive source of semi-quickness though.
  18. Anet would never do it so the poll is pointless. Moreover, you would be asking for a massive change to 2 classes game wide, just for your personal character concept to be a little more thematically correct.
  19. 0:02 - Earthshaker Animation, likely Staff 2 described in the article "Valiant Leap", although it's so flashy it might be the burst skill 0:04 - Spin, possibly 3rd Attack in auto chain but interestingly the camera immediately cuts to a different angle for: 0:05 - A backhand swipe, which uses Ele staff's Gust vfx and sfx to pull the earth elemental towards the Warrior 0:08 - Longer dodge roll animation than normal, which immediately chains into: 0:09 - new (?) Dash attack animation 0:11 - Generic buff animation, I think this is likely "Defiant Roar" which is the chain skill right after the next skill shown: 0:12 - "Bullet Catcher"'s Rev staff 3 block animation All in all I think this video actually showed the entirety of the 1-5 skills, with some flip skills included. Pretty interesting.
  20. That has the same distance as Kick, basically almost nothing, and definite useless for the use-case mentioned in the OP. Even if it did work, Stomp also will have too long of a CD to be back in time every time the mechanic happens. It's been a while, but Wild Blow used to be a 600 range launch.
  21. Now that the reason it was changed into a knockdown (PVE Berserker needing to spam it off cooldown) will vaporize with the next balance patch, please return our easily accessible long distance knockback into Warrior's anemic toolkit. Remember that the only other long range knockback on Warrior is on Rifle. Otherwise, you're coping with Kick or something. We have Bull's Charge to do what Wild Blow does now except better. A knockback that goes far is valuable even in endgame PVE btw. The most obvious example being the pushing role on SH, which is normally assigned to the Healer, which the upcoming Staff ostensibly is supposed to push. Please do not make Heal Warrior have to take Rifle for that boss.
  22. They should just kill Vigorous Shouts as a trait, and focus on healing through weapon skills and class mechanics like every other class in the game that isn't being brutally trait and utility skill taxed just to apply the most basic functionality of a healer.
  23. First of all Viable is a really loaded term, you can probably play pZerk relatively badly and still outperform pugs who don't put any effort into learning a rotation at all and still easily clear raids and strikes. Currently, it's got a very good golem bench but requires extremely good execution to reproduce that level of performance in real encounters, so I wouldn't recommend it - it's easy to screw something up and drop Berserk, tanking your performance massively. Once the next balance patch hits end Nov though, they're making some SIGNIFICANT quality of life improvements to Berserker and it'll be able to upkeep Berserk relatively effortlessly, so I expect it to become an easy recommend.
  24. Not that I'm opposed to changing the Alacrity spec on Warrior to Spellbreaker, but why would the Alac trait need a downside? You already made a tradeoff picking this trait to provide team boons over the other traits in that tier.
  25. I actually really like these types of traits that say "X does Y." then "Y does Z.", I think it's a very elegant solution to enabling a whole bunch of build ideas. Great idea.
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