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Defy Pain, soon 90sec, but do they undo the nerf from 4 to 2sec in PVP?


nicknamenick.2437

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@RedShark.9548 said:

@Ghos.1326 said:Warrior sustain in general needs to be toned down. This will help a little. One thing will still remain however. Crazy heals that can come out from their traits.Example, warriors can reach very high levels of heal using adrenal health, heal signet, might makes right, etc (I think there are a few others, will need to research it). High enough levels that they can take low defense amulets and gear like berserker's and still function as a tanky damage dealer. I don't say bruiser because they don't bruise, they decimate. Toning down the healing received from some of these traits and skills would help keep a balance, and put the warrior more in line with a bruiser if they run that sort of set up, or a burster if, again, they run that sort of set up.

warrior needs the sustain because we dont have tools to blink, stealth, real invuln (endure pain is none), safestomp, have you ever played warrior vs opponents that know what they are doing? its so hard to keep adrenal health up, when your opponent dodges all if your obvious bursts, and 300hp a second, thats a joke when you think about the fact that 3k autohits are pretty standart so one 3k hit needs 10s to be recovered, and 10seconds is a pretty long time

yes, i've played warrior with players who knew what they were doing. Hence my feedback. any other questions?

ive not just asked that question, you made no points toward my arguments why the sustain is not as good as some ppl believe it to be

Adrenal health does not need a target to hit in order to proc. The current meta build uses many tools to keep adrenaline up to levels sufficient enough to either use full counter frequently, or their burst skills frequently. Mind you, if I am not mistaken, full counter also counts as a "burst" skill, and also procs adrenal health. Said adrenal health lasts 15 seconds, and within those 15 seconds, you recover 2005 health. This effect can also stack. You're almost guaranteed to keep at least 2-3 stacks on you throughout your fight.Healing signet passively heals your damage up by 300 or more health per second, and that's without needing to use healing power stats. I calculated the heal from adrenal health to heal around 133 health every 1 second. The math done to get this number was quiet simple. Now, multiply that by 3. Add that quotient to the other 300 health and you should have around 700 or more health every second that the warrior can pump out as self healing. Not sure if you understand what that is, so I will put that in perspective for you. 300 health healing is around 1-2% per second of health. this is doubled, sometimes reaching 5% due to the number healed being 700+, so healing up 5% per second while in a fight is massive. Consider attacks do around 800 damage, depending on gear. Warriors have high health and high defense (high defense due to heavy armor class, which is fine). Also keep in mind, players are not going to stand there and let you hit them, nor are you going to stand there and let them hit you. Take into consideration that warriors have great battle pressure, decent damages (which they should as SB), and invulns/blocks at the ready on fairly decent cooldowns. Each of these things can grant the warrior periods of time where the enemy can NOT HARM YOU, nor will find it suitable to continue attacking you. There is also the evade frames from GS3 that can help get you out of battle, giving you enough time to passively heal up enough hp to hop back into the fight and start all over again. It's one main reason why so many warriors can jump into zerge of 2-3 in pvp, and more in wvw and come out as the victors.Warriors do need many of these things to be viable bruisers. Again I am not saying gut them. But when you can literally not do much in terms of counter pressure unless you're another warrior or druid, it's a little questionable, especially when running a similar bruiser build with another profession. Also, because of all of this, the warrior can run a berserker amulet and survive just as well as he can if he ran an amulet like paladin's, or demolisher's.Which is why I said before, cut down some of the healing values, and have them scale to better numbers with an amulet that brings in healing power. Part of the problem is, you can't really pressure a warrior unless you're another warrior, a druid (druids are much worse when it comes to counterplay), or you heavily outnumber the warrior. Bruiser builds are bruiser builds. NOT bunker builds, nor should they be bunker builds.

Adrenal health does required to hit in order to trigger, it means only longbow can trigger it without a target. Longbow is out of meta for years in warrior build.

FC required an enemy to trigger adrenal health, which it is harder to happen when fighting a skilled foe. It is also court as level 1 adrenal health only. Require adrenal, enemy to spam skill on you and with a CD, it is not as easy as you claimed to maintain full adrenal health unless fighting a low skill player.

Warrior especially melee oriented must remain high damage pressure as it is what the class is meant to do. A melee class without stealth, teleport, permanent evade, damage pressure and high hp regen is the only way for him to stay competitive. Don’t forget taking healing signet means giving up burst heal, kite a warrior and sustain your damage is the right way to deal with a warrior, it is a thing since launch, you don’t know about it?

Not what the wiki says, nor what it does when I play warrior so yeah. I can usually trigger it without hitting anything. While I'm disengaging a fight, I use dagger burst skill to distance myself as well as pick up the heal. So not sure if your instance is bugged, or mine. I'll look into it a little later.

dude i play warrior since release and not hitting a target wont count to any trait that requires to use adrenalin like adrenal health or cleansing ire, except longbow burst, also poison hurts that sustain a ton and you will still get hit and hurt by conditions so stop refering to endure pain as invulns, and yes in zerg fights you keep adrenal health easier up since more ppl and harder to dodge stufg etcand why are you assuming 800dmg hits?? no one who roams or duells dishes out such small numbers

also get off your high horse, talking like you are better or smarter than those around you

Most damaging skills from long ranged attacks, unless from a ranger or DH, or some kind of melee (though some do) do around 800-1000 damage hits. Crits is a different story. But my point still stands with dodging and all, and I have yet to test anything out. I've been busy in life this past few weeks, but I will get around to it.

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@Ghos.1326 said:

@Ghos.1326 said:Warrior sustain in general needs to be toned down. This will help a little. One thing will still remain however. Crazy heals that can come out from their traits.Example, warriors can reach very high levels of heal using adrenal health, heal signet, might makes right, etc (I think there are a few others, will need to research it). High enough levels that they can take low defense amulets and gear like berserker's and still function as a tanky damage dealer. I don't say bruiser because they don't bruise, they decimate. Toning down the healing received from some of these traits and skills would help keep a balance, and put the warrior more in line with a bruiser if they run that sort of set up, or a burster if, again, they run that sort of set up.

warrior needs the sustain because we dont have tools to blink, stealth, real invuln (endure pain is none), safestomp, have you ever played warrior vs opponents that know what they are doing? its so hard to keep adrenal health up, when your opponent dodges all if your obvious bursts, and 300hp a second, thats a joke when you think about the fact that 3k autohits are pretty standart so one 3k hit needs 10s to be recovered, and 10seconds is a pretty long time

yes, i've played warrior with players who knew what they were doing. Hence my feedback. any other questions?

ive not just asked that question, you made no points toward my arguments why the sustain is not as good as some ppl believe it to be

Adrenal health does not need a target to hit in order to proc. The current meta build uses many tools to keep adrenaline up to levels sufficient enough to either use full counter frequently, or their burst skills frequently. Mind you, if I am not mistaken, full counter also counts as a "burst" skill, and also procs adrenal health. Said adrenal health lasts 15 seconds, and within those 15 seconds, you recover 2005 health. This effect can also stack. You're almost guaranteed to keep at least 2-3 stacks on you throughout your fight.Healing signet passively heals your damage up by 300 or more health per second, and that's without needing to use healing power stats. I calculated the heal from adrenal health to heal around 133 health every 1 second. The math done to get this number was quiet simple. Now, multiply that by 3. Add that quotient to the other 300 health and you should have around 700 or more health every second that the warrior can pump out as self healing. Not sure if you understand what that is, so I will put that in perspective for you. 300 health healing is around 1-2% per second of health. this is doubled, sometimes reaching 5% due to the number healed being 700+, so healing up 5% per second while in a fight is massive. Consider attacks do around 800 damage, depending on gear. Warriors have high health and high defense (high defense due to heavy armor class, which is fine). Also keep in mind, players are not going to stand there and let you hit them, nor are you going to stand there and let them hit you. Take into consideration that warriors have great battle pressure, decent damages (which they should as SB), and invulns/blocks at the ready on fairly decent cooldowns. Each of these things can grant the warrior periods of time where the enemy can NOT HARM YOU, nor will find it suitable to continue attacking you. There is also the evade frames from GS3 that can help get you out of battle, giving you enough time to passively heal up enough hp to hop back into the fight and start all over again. It's one main reason why so many warriors can jump into zerge of 2-3 in pvp, and more in wvw and come out as the victors.Warriors do need many of these things to be viable bruisers. Again I am not saying gut them. But when you can literally not do much in terms of counter pressure unless you're another warrior or druid, it's a little questionable, especially when running a similar bruiser build with another profession. Also, because of all of this, the warrior can run a berserker amulet and survive just as well as he can if he ran an amulet like paladin's, or demolisher's.Which is why I said before, cut down some of the healing values, and have them scale to better numbers with an amulet that brings in healing power. Part of the problem is, you can't really pressure a warrior unless you're another warrior, a druid (druids are much worse when it comes to counterplay), or you heavily outnumber the warrior. Bruiser builds are bruiser builds. NOT bunker builds, nor should they be bunker builds.

Adrenal health does required to hit in order to trigger, it means only longbow can trigger it without a target. Longbow is out of meta for years in warrior build.

FC required an enemy to trigger adrenal health, which it is harder to happen when fighting a skilled foe. It is also court as level 1 adrenal health only. Require adrenal, enemy to spam skill on you and with a CD, it is not as easy as you claimed to maintain full adrenal health unless fighting a low skill player.

Warrior especially melee oriented must remain high damage pressure as it is what the class is meant to do. A melee class without stealth, teleport, permanent evade, damage pressure and high hp regen is the only way for him to stay competitive. Don’t forget taking healing signet means giving up burst heal, kite a warrior and sustain your damage is the right way to deal with a warrior, it is a thing since launch, you don’t know about it?

Not what the wiki says, nor what it does when I play warrior so yeah. I can usually trigger it without hitting anything. While I'm disengaging a fight, I use dagger burst skill to distance myself as well as pick up the heal. So not sure if your instance is bugged, or mine. I'll look into it a little later.

dude i play warrior since release and not hitting a target wont count to any trait that requires to use adrenalin like adrenal health or cleansing ire, except longbow burst, also poison hurts that sustain a ton and you will still get hit and hurt by conditions so stop refering to endure pain as invulns, and yes in zerg fights you keep adrenal health easier up since more ppl and harder to dodge stufg etcand why are you assuming 800dmg hits?? no one who roams or duells dishes out such small numbers

also get off your high horse, talking like you are better or smarter than those around you

Most damaging skills from long ranged attacks, unless from a ranger or DH, or some kind of melee (though some do) do around 800-1000 damage hits. Crits is a different story. But my point still stands with dodging and all, and I have yet to test anything out. I've been busy in life this past few weeks, but I will get around to it.

ofc you have to count in crits since most builds, atleast power, have more than 50% critchance, more like 70%, especially roaming builds, if a roamer constantly only hit 800-1000 and nothing above that, everyone would laugh about him, different story for condi builds, with constantly im not talkin 1s ticks

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@RedShark.9548 said:

@Ghos.1326 said:Warrior sustain in general needs to be toned down. This will help a little. One thing will still remain however. Crazy heals that can come out from their traits.Example, warriors can reach very high levels of heal using adrenal health, heal signet, might makes right, etc (I think there are a few others, will need to research it). High enough levels that they can take low defense amulets and gear like berserker's and still function as a tanky damage dealer. I don't say bruiser because they don't bruise, they decimate. Toning down the healing received from some of these traits and skills would help keep a balance, and put the warrior more in line with a bruiser if they run that sort of set up, or a burster if, again, they run that sort of set up.

warrior needs the sustain because we dont have tools to blink, stealth, real invuln (endure pain is none), safestomp, have you ever played warrior vs opponents that know what they are doing? its so hard to keep adrenal health up, when your opponent dodges all if your obvious bursts, and 300hp a second, thats a joke when you think about the fact that 3k autohits are pretty standart so one 3k hit needs 10s to be recovered, and 10seconds is a pretty long time

yes, i've played warrior with players who knew what they were doing. Hence my feedback. any other questions?

ive not just asked that question, you made no points toward my arguments why the sustain is not as good as some ppl believe it to be

Adrenal health does not need a target to hit in order to proc. The current meta build uses many tools to keep adrenaline up to levels sufficient enough to either use full counter frequently, or their burst skills frequently. Mind you, if I am not mistaken, full counter also counts as a "burst" skill, and also procs adrenal health. Said adrenal health lasts 15 seconds, and within those 15 seconds, you recover 2005 health. This effect can also stack. You're almost guaranteed to keep at least 2-3 stacks on you throughout your fight.Healing signet passively heals your damage up by 300 or more health per second, and that's without needing to use healing power stats. I calculated the heal from adrenal health to heal around 133 health every 1 second. The math done to get this number was quiet simple. Now, multiply that by 3. Add that quotient to the other 300 health and you should have around 700 or more health every second that the warrior can pump out as self healing. Not sure if you understand what that is, so I will put that in perspective for you. 300 health healing is around 1-2% per second of health. this is doubled, sometimes reaching 5% due to the number healed being 700+, so healing up 5% per second while in a fight is massive. Consider attacks do around 800 damage, depending on gear. Warriors have high health and high defense (high defense due to heavy armor class, which is fine). Also keep in mind, players are not going to stand there and let you hit them, nor are you going to stand there and let them hit you. Take into consideration that warriors have great battle pressure, decent damages (which they should as SB), and invulns/blocks at the ready on fairly decent cooldowns. Each of these things can grant the warrior periods of time where the enemy can NOT HARM YOU, nor will find it suitable to continue attacking you. There is also the evade frames from GS3 that can help get you out of battle, giving you enough time to passively heal up enough hp to hop back into the fight and start all over again. It's one main reason why so many warriors can jump into zerge of 2-3 in pvp, and more in wvw and come out as the victors.Warriors do need many of these things to be viable bruisers. Again I am not saying gut them. But when you can literally not do much in terms of counter pressure unless you're another warrior or druid, it's a little questionable, especially when running a similar bruiser build with another profession. Also, because of all of this, the warrior can run a berserker amulet and survive just as well as he can if he ran an amulet like paladin's, or demolisher's.Which is why I said before, cut down some of the healing values, and have them scale to better numbers with an amulet that brings in healing power. Part of the problem is, you can't really pressure a warrior unless you're another warrior, a druid (druids are much worse when it comes to counterplay), or you heavily outnumber the warrior. Bruiser builds are bruiser builds. NOT bunker builds, nor should they be bunker builds.

Adrenal health does required to hit in order to trigger, it means only longbow can trigger it without a target. Longbow is out of meta for years in warrior build.

FC required an enemy to trigger adrenal health, which it is harder to happen when fighting a skilled foe. It is also court as level 1 adrenal health only. Require adrenal, enemy to spam skill on you and with a CD, it is not as easy as you claimed to maintain full adrenal health unless fighting a low skill player.

Warrior especially melee oriented must remain high damage pressure as it is what the class is meant to do. A melee class without stealth, teleport, permanent evade, damage pressure and high hp regen is the only way for him to stay competitive. Don’t forget taking healing signet means giving up burst heal, kite a warrior and sustain your damage is the right way to deal with a warrior, it is a thing since launch, you don’t know about it?

Not what the wiki says, nor what it does when I play warrior so yeah. I can usually trigger it without hitting anything. While I'm disengaging a fight, I use dagger burst skill to distance myself as well as pick up the heal. So not sure if your instance is bugged, or mine. I'll look into it a little later.

dude i play warrior since release and not hitting a target wont count to any trait that requires to use adrenalin like adrenal health or cleansing ire, except longbow burst, also poison hurts that sustain a ton and you will still get hit and hurt by conditions so stop refering to endure pain as invulns, and yes in zerg fights you keep adrenal health easier up since more ppl and harder to dodge stufg etcand why are you assuming 800dmg hits?? no one who roams or duells dishes out such small numbers

also get off your high horse, talking like you are better or smarter than those around you

Most damaging skills from long ranged attacks, unless from a ranger or DH, or some kind of melee (though some do) do around 800-1000 damage hits. Crits is a different story. But my point still stands with dodging and all, and I have yet to test anything out. I've been busy in life this past few weeks, but I will get around to it.

ofc you have to count in crits since most builds, atleast power, have more than 50% critchance, more like 70%, especially roaming builds, if a roamer constantly only hit 800-1000 and nothing above that, everyone would laugh about him, different story for condi builds, with constantly im not talkin 1s ticks

My zerg build has over 50% crit chance, while my roaming build has about what RedShark listed at 70% crit chance.

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