?Did you mean Balanced Stance? If so, headbutt is pretty dodgeable/blockable as well. That's a weird arguing point to make."Arc divider in its current damage state is busted because a warrior can do the same amount of damage to players per burst regardless of number" without consideration given to the fact that the move is highly telegraphed, or that the warrior is highly visible and must put himself within 240r of the other players _at the same time _to hit all of them with all three hits of the burst. The same reason you didn't consider the damage implications of Mesmer GS burst as being "the same" should be applied here, because that is unlikely to happen unless all players involved are actively working for that outcome. There is a range limitation. The point I am trying to make is that heavy combos that burn all of your utilities exist in several more concentrated/effective forms across the pvp sphere, and of those a reasonable amount of them can be hidden in stealth. Berserker burst is shining because its new, but we have had to deal with nonsense like this for much longer on far less visual indication. Glad to see that you consider them toxic though, I look forward to your input on the chronoburst and maulburst threads to come if it is decided that big damage with increased fragility and a big telegraph is unfair for the game, because big damage with no telegraph is objectively worse and yet somehow thieves seem to be the only ones being balanced with that idea in mind. Zerker is trading: 300 toughness baselineAccess to last stand and traited endure pain if they want to maximize for Arc DividerAccess to stability (The patch that reworked zerker significantly nerfed the stability it could get and makes it more fragile)Access to its level 1 and 2 bursts, as well as limited access to its level 3 and all of the trait synergy that comes with that. That's not zero. Zerkers are significantly more fragile than they were before, less sustained, and less resistant to interrupts. I refuse to accept that being called even -light- risk. There is no reason why, if you see a zerker coming (and you will, because they cannot stealth) you cannot evaluate whether you can evade arc divider at that time and, if so, evade it. One dodge covers two hits. There is a visual indication if the skill will be unblockable. If you want to nerf Signet of Fury so warriors can't open with it, or nerf it's interaction with sundering burst, fine. But don't touch any other damage coefficients on it.I believe that if there is enough warning that's something is going to hit you for 3 hits that equal all your HP if you don't quit hugging it, then you deserve the damage if you keep hugging it, especially if the warrior has to be in combat with you first. Nah I meant Signet of Might. My bad on Dolyak Stance. Not excatly where I was going with this, not even sure if it matches the context to the quote. The comparison was between a mesmer GS combo and a GS warrior Combo of which one is more powerful. I stated that Warrior is more powerful because Arc divider does more damage, within a bigger radius, while at least mesmer has a trade off of it not working 100% when there are more enemies. Arc Divider doesn't receive the same treatment as a gs combo because in order for that entire process to happen a mesmer must combo a chain of abilities that have to go off one after the next for it to work. Warrior on the other hand must only land 1 ability for it to work. Where I was going with my combo, Signet of Might -> Headbutt -> Berserk -> Arc divider. Headbutt and Berserk are enough to take a player down a good portion of health, arc divider at that point is a execution skill to which as you pointed out a Zerk has 2 tries at this thanks to their heal. While I find the 1 shot combo potential toxic in the game, i can tolerate it on a mesmer just due to them being a 1v1 class by nature. Its pretty much their job to focus 1 target down at a time and move onto the next. That being said, Id also be down for support of big damage abilities needing more wind up and telegraphed effects. Elementalist has it, other classes should follow suit. I dont know about you but 300 toughness is nothing when you still have the best access to sustainable abilities on the lowest CDs in the game, not to mention highest health. Access to stability isnt really much of a issue if you are doing 1v1s since not many classes can burn all the stab you get from Balanced stance. (Trust me, I tried), Only counter to that is corrupting boons. If its a XvX situation then im sure the situation is covered on support at that point wheter if its from a mate blinding an enemy to getting stability from a outside source. Losing synergy with traits is something that all classes have to face sadly. In time theyl patch it out... then again some classes still suffer to this day from bad traits =/ Its easy to say to not hug a warrior, but they have leaps, gap closers, stability, dodges, blocks, invuln... yeah, I dont think I have much more to say on that, getting a warrior off of you is pretty tough now adays if they ignore half your abilities. or Maybe Im just playing a very out of date class (Celestial Staff Tempest).