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Guy.9207

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Posts posted by Guy.9207

  1. Warrior's condi game is pretty weak aside from Condi zerker in pve where you focus on *burning* rather than bleed, and in pvp there are a couple of builds that are "okay" at best, and when there are builds that are actually viable, it is in the form of a bruiser (Condi Spellbreaker) rather than a build revolving around actually doing some serious damage.

  2. It is slow yes, not sure about the aftercast so I gotta test it out, but it "can" feel smooth if you combo it after say, axe 2 so that it transitions nicely.

    EDIT: The aftercast isn't really there, which led me to believe it only happens if your targetting is messed up (say, your target is behind you or something) or you interrupt the auto chain, and that's not something unique to axe or even Warrior I'm afraid.

  3. I have been thinking about the roleplay side of things and adding flavors to dialogue (and possibly more), and it reminds me of the personality system that were more or less removed back in 2014. While I would like to see it returned, I can't help but wonder if there could be a way to improve or even rework the system, or if it even needs to be brought back at all.

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  4. Can we please buff headbutt so that it does more damage? Doing only like 10k is not enough to obliterate a trash mob and everything in its 600-radius proximity and I think that's an insult to the Warrior community here. What we need is something that can not only break the body of our enemies but also its entire existence in this fabric of reality.

    Oh and also make it so that if you use it on another Warrior who's also using the Headbutt, it kills both Warriors and causes a massive explosion that kills everyone in the map or something, I dunno.

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  5. Greatsword has a really big damage compared to Staff, though. Aside from the dreaded GS2, most of these skills aren't terribad. At best Staff can do something like 8k in one hit (tested while soloing in pve), while Greatsword's burst skills can hit well beyond 15k mark, especially if you use Primal Burst on it. Staff isn't even that great in terms of mobility, since you have two mobility skills, one of which atm does like, literal zero damage, while Greatsword has two as well, but both can be heavy hitters, and one of them gives you an evade window if timed right.

    Where Staff has superior sustain and CC (which in of itself is laughable because it has only one), Greatsword has quite a big damage by quite a margin, and arguably even a ranged attack if you even need it for some reason. I might be biased, but the Adrenaline gain on Staff isn't exactly the best as it requires you to spam Staff 2 which isn't exactly spammable, and Staff 5 which is your defensive skill that ideally you wanna save for the right moment, so that isn't something I would consider an advantage either. Staff technically beast Greatsword in terms of Might generation, but if you are running Forceful Greatsword in Strength traitline, it also allows Greatsword to gain a lot of Might in a reasonably short amount of time.

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  6. Off-hand sword is one of those weapons that could use an update (basically all Warrior weapons but shh), namely the blocking and flip skills.

    That said, Sword 4 has its uses in both condi application and enabling Tactics' Leg Specialist trait that allows you to hit harder to foes with cripple and such, as well as gaining might (which seems to be something that goes together with Warrior in general tbh) and deal big damage with the flip skill. Sword 5 could be used as an offensive shield and deals a lot of bleeding at melee range, or if you run it on power, some not-so-great-but-still-there strike damage.

    None of these matter though because I would rather run it over Torch just because of the aesthetics alone.

  7. 1 hour ago, Lan Deathrider.5910 said:

    The issue has never been the weakness. That part is nice. The single bleed stack in the power DPS trait line is the issue.

    That bleed stack either needs to be increased or turned into strike damage.

     

    51 minutes ago, Langeball.9351 said:

    Basically it should be like scrapper Expert Examination used to be:

    https://wiki.guildwars2.com/index.php?title=Expert_Examination&oldid=2363615

    Ah yeah, in that case I agree. At the moment the Bleeding practically does nothing outside of increasing crit chance, if running Arms which in of itself is ??? for a power build. I would love to see that trait in Spellbreaker being baked into Body Blow, where doing CC would now also inflict Cripple (and possibly Slow) instead of Bleeding. Now that would be nice and incentivize running Tactics to proc Leg Specialist.

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  8. Quote

    Body Blow

    Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness.

    Weakness (3s): -50% Endurance Regeneration, +50% Fumble (Unrestricted)

    Bleeding (12s): 264 Damage

    It doesn't seem like a lot yes, in fact I'm pretty sure it's pretty underpowered at the moment, but when I run around smacking people with CCs in Open World, I have come to realize just how useful Weakness as a condition is. By having enemies hitting you with a 50% chance of it dealing only half of its total damage (that couldn't crit btw), you end up with them just hitting you like a wet noodle. Let say, a mob should deal 500 dmg per hit (with 1k for crit), this mob with Weakness (which you can also just spam via CCs) now only deals those damage half the time, and other times dealing 1/4 of what it could done to you (in this case 250 dmg which is practically nothing). It pretty much negates any stakes you have when roaming around in places where a bunch of mobs are guarding, because even if you can't use CCs on those enemies at times, them suffering from Weakness means there's plenty of opportunity for you to just shrug off their attacks before re-applying the condition again. It's a reverse-Protection that literally has no cooldown and you can apply it as much as you want.

    Better yet, it also synergizes with Defense's Cull the Weak (strike damage mod) and Arms if you run that for some reason (which increases strike chance vs Bleeding foe), so you won't have to rely on using Burst skills or Hammer 2 to apply weakness, giving you a bunch of options to use it whenever you need.

  9. You literally just give someone a boot that sends them away a short distance, who will thank you for providing much needed gap that allows them to range you to death (unless ofc it's PvE in that case the NPCs are too dumb to consider this). Better yet, you can do it up to THREE TIMES. Can you just imagine the annoyance of a Warrior just running up to you and knock you off your feet for no apparent reason?

  10. I talked to someone on discord and they pitched me this idea of using Mace Mainhand and Pistol for Bladesworn in an Open World build.

    I was like, "What?' and they talked about using it as a swap set for CC and blocking, as well as stacking buffs. I didn't seem to have the whole detail but I'm assuming it's running Strength and Tactics, which would make sense because Discipline would over-produce the flow, and Tactics offers a few strike damage modifiers that can be useful, as well as some sustains.

    They claimed that in OW, you basically just use Dragon Slash to do the killing, so the weapon you equip doesn't really play that much of a role in terms of damage, hence why equipping Mace for utilities seems more logical than say, Axe since you won't be doing a lot with it anyway.

    What do yall think about this idea?

  11. 12 hours ago, Liewec.2896 said:

    totally agree the launch should be 0, knockbacks can be annoying, not just for you but anyone you're around.

    i'd definetly run it in my "smash everything" zerker hammer build if it didn't knock things away 🙂

    Make Primal Burst on Hammer do that as well while you're at it

  12. On 1/27/2024 at 2:37 AM, HeliosMagi.9867 said:

    I'm all for making Condi or Hybrid Spellbreaker a thing. It's already my favorite open world build to play because of the permanent Stability, being able to effectively use Celestial Stats on top of that would make it incredibly comfy.

    Yeah, the whole thing would really synergize with Body Blow or Strength line as a whole since the whole gimmick of the Spellbreaker is CC and associated benefits.

  13. It's a relatively small patch note though...you can't really expect them to fix things through when majority of the content are number tweaks and nothing more.

    On other notes, I really, and I mean, really wish there would be a dedicated patch note where they fix a lot of stuff that's currently bugged at the moment.

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  14. Condi Spellbreaker, as it is, essentially plays like a Core Warrior if you spec into condi, which the only thing it is good at is Bleeding damage and not much else. You literally have nothing that supports it outside of Arms whose focus lies on Bleeding. As such, any other conditions like Torment and Confusion will lack the expertise needed to do any meaningful damage. The only reason you would play it would to use the spec as a utility/survival traitline, but then you run into issues of either not putting enough dps if needed, or simply wasting all that survivability if you don't.

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