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Lan Deathrider.5910

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Everything posted by Lan Deathrider.5910

  1. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others. if they are specced to heal themselves when getting a boon, then its almost the same thing. What I was mentioning was for the trait to heal others as well when you give them might. The endurance would be the one issue I agree. Of course it does nothing if their endurance is full. Would granting half the healing and endurance the warrior receives make it not broken in your opinion? Again this was just a random idea I had to create a more viable warrior support role, and it seemed like a simple change to one trait could do it. mirage and daredevil will never have full endurance, it's part of their dps. daredevil does +5% damage per endurance bar that is empty (so that is +15%)not only will their bars allways be empty, to upkeep said +15% they would albe be able to dodge alot more, which is another dps gain (+10% from bounding dodger, lasts 4 seconds)in fractals with vigor (easy perma upkept) and mist mobility pot you have 90% endurance regen (cap is 100%) now add to that your idea off endurance distribution and you can see why this would be beyond broken even to a point where instead of dragonhunters i could see 2-3 daredevils per group this would require hevay testing to see effective burst dmg as that's where dragonhunter is king, for now And if the benefits are halved to other players? Or if the endurance gained is instead on an ICD of 1 second? You haven't commented on the healing aspect yet, so what are you thoughts on that part? didn't comment on the healing because it's irrelevant, it's weaker then regeneration with zero healing power. it's the endurance that would be the issue entire thread is kinda odd. warrior have nothing besides banner and might? what about empower allies?what about amongst the highest amount off cc (the highest if you add in consumables where warrior get unique skill) those, with bannners are your support. might generation was useful, somewhere before 2014 i guess Control isn't support though. I was implying more support role like what a Firebrand or Druid can offer. how exactly is control no support? the best way to deal with incomming damage is to prevent the damage from happening at all.that's literally the point of the breakbar the difference between good groups, and bad groups.once you make it into the tiers where shait phases the moment you look at it, a whole new world will open for you those tiers that run only 1 healer, you should see the dps on those comps that are now able to take 1 extra dps Control and support are distinct roles in GW2. Said who exactly? Control is part of support, both in gw2 and in other games. Just because you don't like it or it doesn't exactly cover areas you'd like them to (which seems to be strictly buffs and heals), doesn't really mean much. Also this thread/buff idea seems a bit random, but ok. Anet circa 2013. When GW2 was launched instead of focusing on tank, spank, healer (lol look at where raids are now), their focus was on Control, Support, and Damage as distinct roles in a group. Warrior hammer is quintessential Control, Warrior Greatsword is quintessential Damage. For support warrior has warhorn, banners, shouts, empower allies, and to a much lesser extent now Phalanx Strength. Here are the wiki articles on control and support since many of you are conflating them:https://wiki.guildwars2.com/wiki/Controlhttps://wiki.guildwars2.com/wiki/Support Warhorn is so lackluster that no one takes it. Banners have been taken since day one, but have been nerfed recently, and frankly probably deserve a broad rework such as each banner pulsing a distinct boon when traited (3 stacks of might 8s for strength banner for example). Shouts are useful, but even traited they do not usually see play. I spent some time toying in gw2skills.net, and you can get a 5k shout heal if go all in with monk runes and clerics/magi stats. (5k after all outgoing healing modifiers). http://gw2skills.net/editor/?vJAQNBhOD7knDoyDszDwUQgOEMYEU6W88tQ2E9wRYBQDkzA-jBCBQB1UJoW2fIBHEAmp8bQ6GqwFAAAPBgQp+TAgDg3fP37ew7v/+7v/ed/93f/93f/93fvUA+NzC-e Perhaps that is good enough? You have 3 heals that heal for 5k on others, 1 on a 24s CD that also gives them endurance. One heal gives offensive boons, one clears condi, and another debuffs the enemy, each of which can in an emergency be put on a longer CD and be used again. However, is this sufficient as a support build relative to the meta?
  2. The level of toxic is over 9000. Cool your jets people. Lets recenter the discussion shall we? The warrior community pretty much agrees to a few things: Stat swap in Berserk Mode is an okay tradeofff and thematic for the spec :+1:Loss of core F1 Bursts were a heave tradeoff given the inability to manage Berserk Mode :-1:Rage skills extending Berserk Mode are okay but most feel that this is a lack luster way of managing Berserk Mode. What people are proposing: A F2 that exits Berserk Mode with an attack, like entering does, and puts Berserk Mode on a reduced CD relative to the time remaining.Three bars of adrenaline will still be required to enter Berserk Mode. Core F1s are still lost. This gives better management over the stat inversion. Another option, and this is the LEAST esoteric option:Because Berserk Mode is itself a Burst skill it should have the same CD as other burst skills, 8s.Three bars of adrenaline will still be required, Core F1 bursts are still lost. the 8s CD (6.5 if traited) brings it in line with other Burst skills. I personally still think the stat inversion of Berserk Mode, and lost of Core F1 bursts is more than enough of a tradeoff. This last option would lesson the time out of Berserk Mode, where all of the damage of a Berserker is loaded. In WvW and PvP a foe still gets a 6-8 second breather where they can't get bursted, which is plenty of time for several classes to reset a fight in their favor against a Berserker.
  3. Well, pistol main-hand can do the job of a javelin.But all in all, ANet could just replace the offensive main-hand core bursts by support bursts that make use of the off-hand instead. Add some shining wings when you cast them and call them shout, chorus, aria or whatever. And here we go, GW1's paragon in a GW2's outfit. Pistol a javelin? I dont rly see it.I revoke staff as spear, because its 2handed, we already have 2 2handed ranged wapond (and our only ones)Make it scepter, so we can dualwield spear and shield like a true paragon Funny idea i think: shining wings when we use our Arias (whatever) and we throw fancy javelins of light ( ) with our new scepter :-) Absolutely no more warrior like... but could be interesting.Sounds like a GREAT Guardian spec though.
  4. There's no other spec that has no control over when their mechanic ends. Not that it really matters (because "no other class has this" is not even a valid argument), but what about deadeye? Hmm that's a real issue. Although with this f2 mechanic, you would sacrifice uptime for cd reduction, so technically the uptime is shortened, it's just that Berserker gets some adaptability that's needed in high level play. In pvp, fighting Berserker is still about kiting out their Berserk, a berserker pressing f2 is just "come at me, i can't burst now". However, they have some control over when they can afford to be useless. Oh look at that, suddenly it's a "real issue" :oAnd no, you wouldn't "sacrifice uptime" -you would just turn it off whenever you don't need it anymore. There's nothing you'd "sacrifice" there, so stop pretending. The only reason you'd want that to be "a thing" is to minimize ANY sacrifice, counterplay or risk. Literally what I already said in this thread: Now stop pretending it's not true. Well, you wanna sacrifice an utility slot for something every berserker should be able to do?But utility is still better than nothing "Should be able to do" or maybe you want it to be able to do because it's a free buff to the spec? Making it a utility slot skill makes it a bit less "free", which is the point here. OutrageNo cast time. 10s recharge. Range 450.Breaks out of stun.If you are in Berserk mode, lose all adrenaline, striking all nearby foes (coefficient of 2) and infliciting 1 stack of burn (4s) per point of adrenaline spent.Berserk mode's recharge is reduced based on the amount of adrenaline lost. That way you get an attack off, more burn for Condi builds, can get back into Berserk mode in 5 seconds, and can cycle through outrage and Berserk mode if you want. Disclaimer: I was just presenting what a utility would look like based on the conversation in this thread I do not myself recommend a utility for this but agree with an F2 cancellation. What would be nice is if there were a F2 skill that does something when OUT of berserk mode. Pretty sure that would still need a considerably longer cd than 10 seconds. Pretty sure it would need 10s cd to even be useful for cancelling Berserk Mode. But like I said an F2 is what is needed. Why would longer cd make it any less useful for cancelling berk mode? You wanted more control, that skill would give you just that, but at the same time you'd need to make a decision instead of just spamming it nilly-willy with little to no repercussions. Suddenly longer cd would magically make cancelling berk not worth it? That makes no sense.As I said, all you want is no drawbacks or risks for the berk steroid, which for obvious (or so I thought) reasons is a terrible idea design-wise. And yet cancelling Berserk Mode with a separate attack would result in loss of stats and damage. The actual tradeoff is the loss of core F1 bursts and the toughness penalty in Berserk Mode, not the poor management. Those would not change so your last statement is false. No, it's not. You proposed that using the skill to come out of berk reduces the berk cooldown (to pretty much non-existant, I think you can at least agree with that?). You're trying to remove the downside and I'm still not sure how what I said is false?So yes, the trade-off is the loss of core f1 bursts, but when you remove the cooldown, it actually removes that trade-off, doesn't it? As I said mutliple times in this thread already, all you want is no risk on activating your berk steroid.The trade off is still there, you're pretending otherwise. The risk on activating BMode will still be there, you are still inverting stata, but under better control.
  5. There's no other spec that has no control over when their mechanic ends. Not that it really matters (because "no other class has this" is not even a valid argument), but what about deadeye? Hmm that's a real issue. Although with this f2 mechanic, you would sacrifice uptime for cd reduction, so technically the uptime is shortened, it's just that Berserker gets some adaptability that's needed in high level play. In pvp, fighting Berserker is still about kiting out their Berserk, a berserker pressing f2 is just "come at me, i can't burst now". However, they have some control over when they can afford to be useless. Oh look at that, suddenly it's a "real issue" :oAnd no, you wouldn't "sacrifice uptime" -you would just turn it off whenever you don't need it anymore. There's nothing you'd "sacrifice" there, so stop pretending. The only reason you'd want that to be "a thing" is to minimize ANY sacrifice, counterplay or risk. Literally what I already said in this thread: Now stop pretending it's not true. Well, you wanna sacrifice an utility slot for something every berserker should be able to do?But utility is still better than nothing "Should be able to do" or maybe you want it to be able to do because it's a free buff to the spec? Making it a utility slot skill makes it a bit less "free", which is the point here. OutrageNo cast time. 10s recharge. Range 450.Breaks out of stun.If you are in Berserk mode, lose all adrenaline, striking all nearby foes (coefficient of 2) and infliciting 1 stack of burn (4s) per point of adrenaline spent.Berserk mode's recharge is reduced based on the amount of adrenaline lost. That way you get an attack off, more burn for Condi builds, can get back into Berserk mode in 5 seconds, and can cycle through outrage and Berserk mode if you want. Disclaimer: I was just presenting what a utility would look like based on the conversation in this thread I do not myself recommend a utility for this but agree with an F2 cancellation. What would be nice is if there were a F2 skill that does something when OUT of berserk mode. Pretty sure that would still need a considerably longer cd than 10 seconds. Pretty sure it would need 10s cd to even be useful for cancelling Berserk Mode. But like I said an F2 is what is needed. Why would longer cd make it any less useful for cancelling berk mode? You wanted more control, that skill would give you just that, but at the same time you'd need to make a decision instead of just spamming it nilly-willy with little to no repercussions. Suddenly longer cd would magically make cancelling berk not worth it? That makes no sense.As I said, all you want is no drawbacks or risks for the berk steroid, which for obvious (or so I thought) reasons is a terrible idea design-wise.And yet cancelling Berserk Mode with a separate attack would result in loss of stats and damage. The actual tradeoff is the loss of core F1 bursts and the toughness penalty in Berserk Mode, not the poor management. Those would not change so your last statement is false.
  6. Well, you wanna sacrifice an utility slot for something every berserker should be able to do?But utility is still better than nothing "Should be able to do" or maybe you want it to be able to do because it's a free buff to the spec? Making it a utility slot skill makes it a bit less "free", which is the point here. OutrageNo cast time. 10s recharge. Range 450.Breaks out of stun.If you are in Berserk mode, lose all adrenaline, striking all nearby foes (coefficient of 2) and infliciting 1 stack of burn (4s) per point of adrenaline spent.Berserk mode's recharge is reduced based on the amount of adrenaline lost. That way you get an attack off, more burn for Condi builds, can get back into Berserk mode in 5 seconds, and can cycle through outrage and Berserk mode if you want. Disclaimer: I was just presenting what a utility would look like based on the conversation in this thread I do not myself recommend a utility for this but agree with an F2 cancellation. What would be nice is if there were a F2 skill that does something when OUT of berserk mode. Pretty sure that would still need a considerably longer cd than 10 seconds.Pretty sure it would need 10s cd to even be useful for cancelling Berserk Mode. But like I said an F2 is what is needed.
  7. Well, you wanna sacrifice an utility slot for something every berserker should be able to do?But utility is still better than nothing "Should be able to do" or maybe you want it to be able to do because it's a free buff to the spec? Making it a utility slot skill makes it a bit less "free", which is the point here.OutrageNo cast time. 10s recharge. Range 450.Breaks out of stun.If you are in Berserk mode, lose all adrenaline, striking all nearby foes (coefficient of 2) and infliciting 1 stack of burn (4s) per point of adrenaline spent.Berserk mode's recharge is reduced based on the amount of adrenaline lost. That way you get an attack off, more burn for Condi builds, can get back into Berserk mode in 5 seconds, and can cycle through outrage and Berserk mode if you want. Disclaimer: I was just presenting what a utility would look like based on the conversation in this thread I do not myself recommend a utility for this but agree with an F2 cancellation. What would be nice is if there were a F2 skill that does something when OUT of berserk mode.
  8. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others. if they are specced to heal themselves when getting a boon, then its almost the same thing. What I was mentioning was for the trait to heal others as well when you give them might. The endurance would be the one issue I agree. Of course it does nothing if their endurance is full. Would granting half the healing and endurance the warrior receives make it not broken in your opinion? Again this was just a random idea I had to create a more viable warrior support role, and it seemed like a simple change to one trait could do it. mirage and daredevil will never have full endurance, it's part of their dps. daredevil does +5% damage per endurance bar that is empty (so that is +15%)not only will their bars allways be empty, to upkeep said +15% they would albe be able to dodge alot more, which is another dps gain (+10% from bounding dodger, lasts 4 seconds)in fractals with vigor (easy perma upkept) and mist mobility pot you have 90% endurance regen (cap is 100%) now add to that your idea off endurance distribution and you can see why this would be beyond broken even to a point where instead of dragonhunters i could see 2-3 daredevils per group this would require hevay testing to see effective burst dmg as that's where dragonhunter is king, for now And if the benefits are halved to other players? Or if the endurance gained is instead on an ICD of 1 second? You haven't commented on the healing aspect yet, so what are you thoughts on that part? didn't comment on the healing because it's irrelevant, it's weaker then regeneration with zero healing power. it's the endurance that would be the issue entire thread is kinda odd. warrior have nothing besides banner and might? what about empower allies?what about amongst the highest amount off cc (the highest if you add in consumables where warrior get unique skill) those, with bannners are your support. might generation was useful, somewhere before 2014 i guess Control isn't support though. I was implying more support role like what a Firebrand or Druid can offer. how exactly is control no support? the best way to deal with incomming damage is to prevent the damage from happening at all.that's literally the point of the breakbar the difference between good groups, and bad groups.once you make it into the tiers where shait phases the moment you look at it, a whole new world will open for you those tiers that run only 1 healer, you should see the dps on those comps that are now able to take 1 extra dpsControl and support are distinct roles in GW2. Hammer mace/shield Spellbreaker is some of the best control you can get, but that is not a support spec. The options of warrior support are warhorn, which no one runs outside of openworld pve mobility until they get a mount, banners, which they just nerfed and functioned really only as a stat bot attached to a DPS spec, and Shout heals, which was also nerfed hard in the past. Yeah, you can still run banners, at reduced stats and now without regen. Shout heals are low relative to their CDs, and warhorn just needs a complete rework before anyone will take it for anything serious. Giving out 133 (0.02) healing to the group on every incoming might to the warrior will end up being better than regeneration and in addition to regeneration. Even giving out 1 endurance to the group per incoming might to the warrior would be solid support. I understand your misgivings about handing out endurance to Mirages and Daredevils, but I also only see that being a problem in small scale WvW fights, and Raids. Granted I don't do Raids, I don't have that chunk of time available ever to do them, but would that even be helpful on every boss? Would they out dps the top dps spec now? And if they did, then GG, new meta for one small part of the game that most people don't even complete, perhaps you'd see new players to that part of the game.
  9. Anet missed the boat on not allowing spears to be used on land for sure. A Paragon E-Spec would be cool! Although I see a spear being 600-900 range though...
  10. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others. if they are specced to heal themselves when getting a boon, then its almost the same thing. What I was mentioning was for the trait to heal others as well when you give them might. The endurance would be the one issue I agree. Of course it does nothing if their endurance is full. Would granting half the healing and endurance the warrior receives make it not broken in your opinion? Again this was just a random idea I had to create a more viable warrior support role, and it seemed like a simple change to one trait could do it. mirage and daredevil will never have full endurance, it's part of their dps. daredevil does +5% damage per endurance bar that is empty (so that is +15%)not only will their bars allways be empty, to upkeep said +15% they would albe be able to dodge alot more, which is another dps gain (+10% from bounding dodger, lasts 4 seconds)in fractals with vigor (easy perma upkept) and mist mobility pot you have 90% endurance regen (cap is 100%) now add to that your idea off endurance distribution and you can see why this would be beyond broken even to a point where instead of dragonhunters i could see 2-3 daredevils per group this would require hevay testing to see effective burst dmg as that's where dragonhunter is king, for now And if the benefits are halved to other players? Or if the endurance gained is instead on an ICD of 1 second? You haven't commented on the healing aspect yet, so what are you thoughts on that part? didn't comment on the healing because it's irrelevant, it's weaker then regeneration with zero healing power. it's the endurance that would be the issue entire thread is kinda odd. warrior have nothing besides banner and might? what about empower allies?what about amongst the highest amount off cc (the highest if you add in consumables where warrior get unique skill) those, with bannners are your support. might generation was useful, somewhere before 2014 i guessControl isn't support though. I was implying more support role like what a Firebrand or Druid can offer.
  11. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others. if they are specced to heal themselves when getting a boon, then its almost the same thing. What I was mentioning was for the trait to heal others as well when you give them might. The endurance would be the one issue I agree. Of course it does nothing if their endurance is full. Would granting half the healing and endurance the warrior receives make it not broken in your opinion? Again this was just a random idea I had to create a more viable warrior support role, and it seemed like a simple change to one trait could do it. mirage and daredevil will never have full endurance, it's part of their dps. daredevil does +5% damage per endurance bar that is empty (so that is +15%)not only will their bars allways be empty, to upkeep said +15% they would albe be able to dodge alot more, which is another dps gain (+10% from bounding dodger, lasts 4 seconds)in fractals with vigor (easy perma upkept) and mist mobility pot you have 90% endurance regen (cap is 100%) now add to that your idea off endurance distribution and you can see why this would be beyond broken even to a point where instead of dragonhunters i could see 2-3 daredevils per group this would require hevay testing to see effective burst dmg as that's where dragonhunter is king, for nowAnd if the benefits are halved to other players? Or if the endurance gained is instead on an ICD of 1 second? You haven't commented on the healing aspect yet, so what are you thoughts on that part?
  12. I mean, a ranged power dps focused elite would be awesome. The tools to make a warrior support role are there now, they just need to be changed. See my thoughts on other posts about specced warhorns healing and Might Makes Right affecting allies you grant might to as well as yourself. Those two changes alone would make a viable support role for any warrior spec. Imagine Axe/horn + GS in that case. Pistol/Pistol I guess could fill the role with special 'cartridge' kits. A kit for fire fields, blasts, and burns. Another for poisons, bleeds, and cripples. Another kit for healing, water fields, and more blasts. Add in an elite cartridge kit for AOE CC like an aoe stun, an aoe daze, an aoe knockdown, and such. Yes, that steals engi's thunder somewhat, but different ammo cartridges sound like fun. I imagine a Pistol/pistol bar being: Pistol AA: A rapid attack like the ranger shortbow, but without condi at a coefficient of 0.75. 1200 range. 20% chance projectile finisher.Pistol 2: ground targeted blast finisher that hits 5 targets for a coefficient of 2, Ammo count of 2, count recharge of 3 seconds, CD 15 Seconds, high projectile velocity. 1200 rangePistol 3: Ground targeted smoke field that pulses every second for 4 seconds blind(2s) and weakness(4s), cd 15s,1200 rangePistol 4: Ground targeted aoe Daze(2s), coefficient of 1, cd 20s.Pistol 5: Targeted leap like the engi jump shot. in fact just copy past that here lol. Pistol Burst: Targeted, rounds pierce, 1200 range, coefficient of 2.5 spread across 3 hits. Projectile finisher. Not a channel, does not self root. Most of the power would be in the AA and Pistol 2. And yes, I did say smoke fields with a warrior.
  13. other I actually want viable long range DPS with dual pistols, but there is nothing keeping the associated utilities from being support focused.
  14. I really like this idea. I like it almost as much as your idea of making warhorn skills count as shouts and rolling the trait into the shouts GM! However, I am hoping for a more designated support specialization in the future. I personally would not want support skills spread over too many trait lines. So my suggestion would be to put a trait like that in Discipline with the banners trait, or to move it to tactics and replace GM 1(finishers effects doubled), but swap places with it for empowered in Master tier slot 3. I think you are referring to my musings about making warhorn skills heal. That was in addition to vigourous shouts not rolling them into one trait.
  15. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others. if they are specced to heal themselves when getting a boon, then its almost the same thing.What I was mentioning was for the trait to heal others as well when you give them might. The endurance would be the one issue I agree. Of course it does nothing if their endurance is full. Would granting half the healing and endurance the warrior receives make it not broken in your opinion? Again this was just a random idea I had to create a more viable warrior support role, and it seemed like a simple change to one trait could do it.
  16. Why make it a low damage burst? Make it hit like a truck relative to the time remaining, that way you have the option of sustained DPS in Berserk Mode, or end it earlier for a single huge hit. Better yet make the ending attack the Primal Burst of the weapon equipped but with a scaling modifier on damage relative to the amount of time left in Berserk Mode. It would certainly be thematic for the spec.
  17. What I am saying is let Might Makes Right give its benefits to the people you grant might to. What you did was heal yourself while giving out might to others.
  18. No, I want to play condi and you can't play core condi as a warrior. Well you could try OH axe for the quickness to put up more bleed stacks, but you are right that Berserker is a better condi warrior. I may just need to go core warrior again honestly...Just not as excited about playstyle... or changing my vipers gear. Sword/axe + Longbow. Arms, Disc, Tactics. Axe is for the quickness so you can put out more bleeds if you don't have it from elsewhere. So, for non-raids just do that with your viper's gear. Frankly I'm not sure what the benchmarks are for core condi warrior, but if you like condi and warriors then its either berserker condi or core condi. I do like condi, but at this point I might need to go to core power PS. Berzerker is not doing it for me anymore...I feel you. Well, happy theorcrafting a new build!
  19. No, I want to play condi and you can't play core condi as a warrior. Well you could try OH axe for the quickness to put up more bleed stacks, but you are right that Berserker is a better condi warrior. I may just need to go core warrior again honestly...Just not as excited about playstyle... or changing my vipers gear.Sword/axe + Longbow. Arms, Disc, Tactics. Axe is for the quickness so you can put out more bleeds if you don't have it from elsewhere. So, for non-raids just do that with your viper's gear. Frankly I'm not sure what the benchmarks are for core condi warrior, but if you like condi and warriors then its either berserker condi or core condi.
  20. So, Warrior doesn't really have much in the way of group support beyond banners and might generation. An idea occurred to me. What if Might Makes Right were changed so that might you grant gives health and endurance rather than might you apply to yourself granting healing and endurance? By this I mean:Might Makes RightWhen you apply might, also grant healing and endurance.Healing: 133 (0.02)Endurance Gained: 2 This could be paired with Phalanx Strength so that as you apply might to yourself you grant it, healing, and endurance gain to your nearby allies, but would also work with "For Great Justice!" and blast finishers in fire fields. Solo warrior gameplay would not change. The only issue I could see would be in WvW, but that would be limited to the player cap on who you can grant might. Thoughts from you all? Would this be OP and broken or would this be a healthy change?
  21. No, I want to play condi and you can't play core condi as a warrior. Well you could try OH axe for the quickness to put up more bleed stacks, but you are right that Berserker is a better condi warrior.
  22. Well Banners are wanted to help maximize team DPS so there is always a slot for at least one warrior. While they are not the top DPS they are needed so the top DPSers can achieve their numbers. https://snowcrows.com/benchmarks/
  23. My Spellbreaker already uses an axe, among other weapons. Never liked Greatsword on Warrior in GW2, find it somewhat boring. I love my Condi Berserker (sword/torch), his whole theme is based on fire/burning (visually as well). He's still efficient enough, mind you. ;) I was merely confused about the F1 change. Well have you tried the new Arc Divider and new Decapitate after the rework? Might make you roll power berserker instead of condi.
  24. Absolutely. =) Ohhh, I did not play Berserker since the elite spec update ("trade-offs"), so yes, hadn't realize this chance until now. Don't like it, to be honest, since I am playing Condi Berserker with this particular character which already is weaker than, let's say, my Power Spellbreaker. Oh well. Thank you! :) Throw on some power gear and use the new Greatsword Primal Burst. New axe primal burst is also good.
  25. That's why Major Trait 9 exists. You could go around with GS and still use pistol as a burst skill. But he dual wields pistols. If you want Dante, then dual wield pistols. Too bad that won't happen. Spellbreaker got two weapons from a single elite, so next elite will not get two weapons. Next elite most likely get main-hand weapon or two handed weapon, though.Spellbreaker getting double daggers does not preclude any future elite from getting double pistols. Anet themselves present the warrior as the master of weapons. Pistols and scepters are the last one handed main weapons that they currently do not, and scepters have never been an offhand weapon. If warrior gets pistols, then it will be in both hands. Other weapons warriors may get are staff (melee most likely), shortbow (which would be interesting), focus, and scepter. I do not see warrior ever wielding a scepter or focus, so dual pistols, shortbow, or staff. An e-spec with dual pistols with an actual power dps focus (rifle is meh outside of volley and gunflame) and tricks, deceptions, or traps is something that would be great for the warrior to have.
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