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Mikali.9651

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  1. I already have anxiety because of this part: Defiant Roar heals nearby allies, with the amount increasing for each attack blocked by Bullet Catcher (up to a reasonable amount, of course). Seems clunky to balance right... But let's go! Support Warrior!
  2. Berserker+Burst Precision = 100% crit chance without precision? Am I understanding this right? Berseker will feel great now, but Warrior needs far more...
  3. They should rework adrenaline decay. Atm it decays almost instantly after being out of combat. What if it didn't decay? What if it would be set to 0 only on a map switch, waypoint use, and resurrection/rally? It's annoying in PvE, can't get to another mob before adrenaline is lost, can't really get any usage of Adrenaline Mushroom... Imagine just being able to use Signet of Fury and just have full adrenaline out of combat. I would be okay even if it wouldn't last permanently but if it would start decaying after like 30 or 20 seconds, hell, even 10 seconds would feel like heaven at this point.
  4. It is active only for Berserker atm, bugged for other specs
  5. My sole consolation is derived from the realization that they must have come to understand that a substantial amount of work is required for the Warrior profession, prompting the need for a comprehensive patch dedicated solely to the Warrior class. It is encouraging to anticipate a substantial rework, as the current iteration lacks the necessary flexibility to accommodate any contemporary modifications. I remain optimistic, as the forthcoming expansion will not introduce an elite specialization, thereby directing their focus toward optimizing the existing content. This presents a significant opportunity for impactful improvements to the Warrior profession.
  6. My main wish is Arms traitline rework, especially grandmaster traits. Example: Leg Specialist in Arms so I can immobilize with Blaze Breaker/Hamstring/Savage Leap/Impale and get the added benefit of Opportunist/Deep Strikes traits, all in the same traitline. Furious Burst getting a lower cooldown. Sword getting a lower baseline CD while being removed from trait, I wish Shield would also get a lower baseline CD which it didn't get after the Defense rework. Overall Anet did state they will remove traits that lower weapon CD and reduce baseline skills instead, so I expect those changes at least. Sword offhand changes...are due... But we will probably just get something for Bladesworn, something that doesn't matter at all.
  7. When I said that for a profession that is about Fury/Might that Warrior doesn't really have a good source for Fury or Might for condition builds, then I purposely left out FGJ. The way I see FGJ is Warrior giving Fury/Might to others and is not a good enough source for Warrior itself. The reason is that boons are removed/corrupted easily, especially against Warrior which doesn't really have multiple boon applications for itself. When I say that Warrior (for me) is a profession that is about Fury/Might, then I think it should have personal, easy, spammable application of those boons on itself that should come from traits/weapon skills. example for Condition build, Arms trait line: Furious Burst trait (15-second cooldown for 5-sec application) example for Power build: Cyclone Axe and Arcing Slice (actually possible to have perma Fury BUT needs to hit enemies!!) These are just not good enough sources for Fury. Look at Ranger: Spotter - basically pulsing Fury while in combat for 3 seconds, 10 seconds cooldown Furious Grip - gain Fury on weapon swap for 5 seconds, 9 seconds cooldown both in the Skirmishing trait line and combined give 8 seconds of Fury duration - basically perma. The difference between these 2 examples is night and day, if you ask me. That is my problem with Fury regarding Warrior. Now, imagine if the Furious Burst trait has a 5-second cooldown...now we are talking, it has a short enough cooldown to be able to have Fury perma, and it is kinda easy to apply because it applies Fury on Burst USE, not HIT! And it is great because it uses Warrior's identity - using burst. But then again, that trait applies Fury on Flaming Flurry use, while for vanilla Flurry it applies only AFTER the whole skill is being done, which completely makes trait like Deep Strike useless for Flurry. smh
  8. I am roaming with Condi (well Celestial khm) Berserker in WvW and I had very good success in most of my fights. Eternal Champion is SO good and allows for more skillful play overall, as well as actually being able to disengage completely against many opponents. Now, playing against Harbinger or Catalyst...good luck. Harbinger will just destroy you if they are any decent player, and Catalyst...you will just not kill them... My Berserker build is strong, it has very good sustain, disengage, and engage and can hold against pretty much any build but those two. That being said...it is pretty much about outlasting your opponent...the dmg is just not there. It needs cover condition, much more and faster condition application overall, it needs much more condition damage! When you look at arms and the way condition damage is done...it is just bad. Need a Sword to get more condition damage, need Fury to get more condition damage, need to be in Berserker to get more damage, need to have a Torch to get more condition damage, need to critical hit 25 times to max Furious trait, need to have King of Fires to...ups, can't have it, once you have Eternal Champion you can't play without it. There are just too many nonsense things and too many restrictions. To get Fury you need to hit with Burst... which lasts 5 seconds on 15 seconds cooldown, or you need to somehow immobilize them which with Sword is just too hard. For a profession that is about Fury...Warrior doesn't really get a good Fury source, IMO at least. Same thing with Might when going condition damage (Arms/Berserker). Also, all our condition applications are based on hitting with weapon skills, while others get passive condition applications...dodging, entering shroud, or easier access with range AA, or 900 range skill, or a bunch of stacks that are AoE pulsing and much easier to hit. Longbow hits are too slow and I don't bother playing it. Our numbers are overall too low, we are too limited, not enough stacks, hard to apply conditions...I mean hard to hit with skills overall, basically no cover conditions...where is torment?! Where did that idea go? It really makes sense for a Warrior! And let's not even start with useless grandmaster traits in Arms. All three are useless in PvP/WvW, and Furious isn't really anything special for PvE as well. I could give ideas, but for this post, I am focusing on a...rant/analysis lol
  9. I think we got non-warriors here, or even warrior haters commenting and ruining our discussion.
  10. Those are just ideas, on the balance team is to balance it. Many professions have all of that and more, for all I care they can give cooldown to such effects for allies. What I want to see is Warrior having more team-oriented effects so I went with some examples
  11. Give Evade on all leap skills (as a trait for all I care), full duration block on Mace 2 and Sword 5 with Flip skills on Block. Like, why isn't Sundering Blow an evade skill? And why just 600 leap instead of at least 900? Give a far better source for Fury uptime (as a trait) - Furious Burst is a joke, from trait placement to uptime, to the long cooldown that makes no sense. Also, it should apply Fury to allies. Give sustain option in Arms, rework it to work as a modern condition trait line with actual options that make sense. I don't want to see a trait like Blademaster that only gives condition damage with the sword, it should apply to any weapon. Do something with a Shield that can act as a supportive weapon, in a manner as Warhorn with Roaring Reveille example: Hardened Armor could actually apply Resolution to allies. I mean pretty much all the traits could also be applied to allies - Stalwart Strength giving Stability to allies, Last Stand could also give Barrier to allies. Shield Stance could act as a Stance itself, applying Traits that activate on Stance use, or it could be Stun Breaker for allies. Or it could also become a Flip skill and gain another effect after blocking is done. Shield Bash could be unblockable, and apply Slow on hit (extra bonus if it would apply AoE Slow). I mean there are so many things they could do...I would like to see Warrior being less selfish and actually applying boons to allies, even if all the boons and effects/barrier have a 50% reduction in effectiveness/duration when applied to allies.
  12. I personally don't care about the physical dmg component on Sword, I think that its hybrid nature limits it too much. I would rather have it changed to condition damage weapon and balance it from there. I still think that a no-brainer change here would be that Flurry acts just like Flaming Flurry but inflicting Bleeding instead of Burning - it would Pierce, Block missiles, Range of 900, and the player is moveable. extra wish: at this point, I am too used to Burst of Aggression giving Quickness that speeds up Flaming Flurry...my wish would be that Flurry itself gains Quickness for at least 1 1/2 seconds on use instead of just getting reduced cast time as many have requested. Another change that I see should happen is Savage Leap getting Evade, I mean, the way it is used is so clunky because it is a leap, it is a terrible feel using it in melee range and waiting for its whole animation to end, and at the range, it misses damaging target regularly. With Evade one can start to outplay the enemy. Unrelenting Assault has it, Savage Leap can too. Have it inflict 2 stacks of bleeding. Giving it an actual AoE component on hit is IMO something that it should have at this point - I mean look at Leap of Faith. Final Thrust is the interesting one, it had many changes. After so many years it finally got what we all asked for - inflicting bleeding on >50% of health as well. Now, the next change it should get is 1/2 sec cast time and a range of at least 300. I mean, even Revenant has Chilling Isolation with 1/2 cast time and 450 range! extra wish: Daze on hit, Daze for longer when hitting <50% health enemy. If not Daze so it is not too similar to Disrupting Stab, then Torment or Vulnerability stacks. Though, I would like to see 2 seconds of Daze when hitting <50% health enemy - it would really feel like a scary skill that rewards its playstyle - opponent needing to be careful at lower health. Impale - I like that it is a ranged skill, I just don't like the Rip component of it - I don't like that it stops Torment and Cripple application, pls remove that component, and let it inflict pulsing Torment and Cripple even if one uses Rip. Also, instead of Rip doing damage, I would rather it inflicts Slow/Weakness/Vulnerability. Riposte - 2 seconds block. It should work like Ranger's gs Counterattack. On block, it flips to another skill - one that applies 8 stacks of bleeding. More AoE pls. Impale and Riposte can both be AoE. At least their flip skill. Arms traitline: Furious Burst - 5 seconds cooldown. There is no need for 15 seconds cooldown limitation at all. Signet Mastery, Opportunist, Unsuspecting Foe, Sundering Burst, Burst Precision, Dual Wielding - IMO all failed traits or traits that should be in other traitlines. There are so many things you can do with Arms. You can freely redesign every single trait. Let us see what you have in store!
  13. The change that could actually be fine would be if walls would be also invulnerable in the invulnerability stage while keeping the length at 5 minutes as it is.
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