I am not sure why you guys don't like Hidden Daggers. It doesn't fit 100% with a big sword swinger image, but i can see a GWF having a bunch of daggers for special uses.
Either way HD is a great pve skill. the damage buff it gives, and the 3 charges as well as it's overall damage make it better then any other encounter GWF have other then IBS
we're not hating on the enounter, we're hating on the copied tr animation and the lazy work. 3 charges? good. aoe? good. melee damage buff? GOOD. but blitz? really?
/shrug i will take what i can get. i would prefer they copy blitz for an encounter and then spend time fixing the other GWF stuff that needs fixing then spending that time making a new encounter that will have issues of its own
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i disagree. the ORIGINAL gwf, that is, the beta gwf, have sm+cancelation. loooooooooooooong range flourish, perma slam. important roar. important battle fury.
this "hulk smash" thing is a deformation. gwf was a mixture of "speed, technique and brutality"
Masterwork Iron Golem dazing fist with 40% faster animation would fit perfectly on GWF everyone agree?
I disagree. that is an ability that you need to be close to your targets to use. Hidden daggers has a 40 foot range and a nice wide cone on it. between HD and your purposed encounter HD is far superior (in pve anyways), especially when that fist can be (pvp issue) dodged in pvp so easily due to the visuals being so obvious (which is everyone's complain against ibs)or (pve issue, doesn't stun long enough to do anything).
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GWF class must have a "rise target's cap" class-feat at level 60. Is AWFUL that we, AoE Damage dealers are limited just up to 5 targets instead of 7 or 10 as CW class is.
It shouldn't be a feat, it should be just standard. My rogues smoke bomb can solo dungeons basically lol. Target caps for aoe are a bad idea in the first place. unless people run through and tank everything you barely even fight more than 7-10 enemies that can actually be hit at once anyway. with mod 6 changes and everything at 70 being stronger people wont be running through ramboing anymore. if they really want a cap on it. make it so it cant do more than 500%-700% damage (so 5-7 minions worth of damage) but still spreads it evenly out so if you're attacking a big pack. at least you'll be guaranteed the hit the bigger ones you're trying too.
Now this is based on some 70 preview, some 60 preview, but speaking with friends who main other classes and based on our own experiences also. I've compared GWF to all other classes in Damage, Survivability, Control. this is trying to be fair and take into account feats and abilities of the classes. GWF Vs GF - More Damage (less burst than GF though) , Less survivability (Acceptable, GF is a tank) , Less Control (They get to keep prones and lunges, GWF lose all theirs)
GWF Vs TR -Less Damage (even if GWF is aoe and TR is single) , Less survivability (Due to Dodge frames and stealth) , Less control (Dazes much easier to land and last longer than our stuns)
GWF Vs CW - Less Damage (Both Aoe and Single target , Less survivability (Tabbed shield seperate DR layer) , Less control (Control wizard will always win in control)
GWF Vs HR - Less Damage (Both Range and meele HR , unsure on trapper) , Uncertain survivability (due to mod6 lifesteal changes, and HR survivability is mostly reliant on LS) , Less control (Perma roots , Prone encounter, etc)
GWF Vs SW - Less Damage (Overall) , Uncertain Survivability (Again, lifesteal changes will affect this more than testing allows) , More control (Stuns)
GWF Vs DC - Less Damage (Dps spec cleric trumps us) , Less Survivability (Healing class will far exceed our survivability) , Uncertain control (DC's have some good controlling skills like snares and knockups/knockbacks, however they aren't used as much as other powers)
GWF Vs OP - More Damage (Only found a prot pally to test with) , FAR LESS Survivability (this makes sense) More Control (the pally didnt seem to have much control, But he was almost impossible to kill untill I hopped on my TR)
Speaking from the GWF perspective. the only classes we do more damage than are OP and GF, however GF does much higher burst damage with superior damaging encounters and dailys, yet they are not Damage specs, they also are far tankier than us, so we cant be an offtank either.
Survivability is a bit tougher the measure, but the only two classes we may have more than are HR and SW, who both are far more lifesteal reliant than most others. However HR is extremely good at staying out of harms reach, which gives them an advantage there. Even a Mage is tankier than us.
Control we also lack. The only classes we control more than are SW and OP, SW is in a bad place, and we all know that, and OP is a dedicated support/tank, so it makes sense for us as a fighter to be able to do a bit more than then.
If I am on my TR and I see a GWF I check their gearscore, if they're under 19k I know they have almost no chance. my TR is only around 15k... same goes with my friends 15k faithful cleric. He can outheal any damage a GWF can deal whilst slowly killing him.
Looking at this, it shows that we sorely lack in both our damage and Survivability compared to other classes we are meant to compare with / be able to replace in dungeons. We are the least survivable of the melee classes, and also the lowest damage of them bar paladin, but as explained above paladins survivability far exceeds our superiority to them in damage. We should be able to output slightly less dps to a rogue while in Destroyer, while being a bit tankier, and we should be able to tank better than a CW, but deal less damage than one.
The changes made so far are good. its great to see an interest in what we have to say. But We still need those last few things that so many of us have been talking about, such as Unstoppable DR being before other DR and blocking all (a separate layer like CW) and more damage to our skills with less reliance on building up stacks. Our tank spec now does no damage, and our DPS spec is too squishy to deal damage realistically. Instigator sort of just runs around flailing its arms and hitting stuff occasionally.
There's still about 2 weeks to go. I hope there will be a bit more info about changes we will receive in mod 6. or I feel the class might be lost.
Responding to rversant above who i assumed was speaking about pve
The only thing I can speak to here is gwf vs cw and vs tr. It is my experience, based on 5 or so dungeon attempts on preview. I always had a DC in my group and on 4/5 I also had a gf. In either case I always beat the cw by a large margin during trash phase and then got very far ahead in a boss fight and I can speak to the skills of the CWs I ran with. Vs tr (one run only where i ran with the tr and i do not know about their skill as i have never ran with them before) we were close according to paingiver during the trash phase and then during the mc boss fight I got very far ahead again.
When the devs said they thought pve gwf was in a good place they were not kidding. It really is IMO, yes you need to avoid every red splat now like other DPS classes but the temp HP given from unstoppable (up to 400k at times depending on buffs) now lets you take many smaller hits and thus stay inside melee range quite well which addresses the survivabilty issue you have, we have no dodge for the really big hits but the damage we deal instead is worth it (as on preview currently).The large damage output let's you go unstoppable frequently and easily. Granted, this is destroyer spec only, sentinal will have much less damage and more difficulty surviving due to not gaining unstoppable from dealing damage but only taking it, so less temps, less unstoppable. I have not tested sentinal though or instigator.
The changes coming 2 weeks into mod 6 will help out pve gwf more with the movespeed during unstoppable allowing them to avoid damage easier. The damage taken to give unstoppable will also be good for dentinal and instigator.
What needs to happen for pve gwf now is to buff grand fissure back up to 9k base damage (still a Nerf, but inline with other gwf aoe attacks) to make it a viable choice in combat and fix mighty blade to actually work on aoe attacks as it currently does nothing.
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Maybe there could be an option that when NOT moving, if we hold shift, we get the sprint benefits WITHOUT having to actually move.
What this means is if we are running and hold shift, we sprint, gain 30% DR and are CC immune. If we do NOT run or move, but hold shift, it should STILL grant us 30% DR and CC immunity - almost like a "block"
I think this would end up solving SOME options as now GWFs could see big red damage and hold shift to "block" it in a sense, without being forced to move. This also helps pvp in that after a combo rotation, if the GWF doesnt want to move they dont have to but can retain the same benefits of sprint.
Maybe there could be an option that when NOT moving, if we hold shift, we get the sprint benefits WITHOUT having to actually move.
What this means is if we are running and hold shift, we sprint, gain 30% DR and are CC immune. If we do NOT run or move, but hold shift, it should STILL grant us 30% DR and CC immunity - almost like a "block"
I think this would end up solving SOME options as now GWFs could see big red damage and hold shift to "block" it in a sense, without being forced to move. This also helps pvp in that after a combo rotation, if the GWF doesnt want to move they dont have to but can retain the same benefits of sprint.
That is actually a good idea. During the none motion sprint (which I would say be called parrying stance), stamina drains slower than when we're actively sprinting.
That is actually a good idea. During the none motion sprint (which I would say be called parrying stance), stamina drains slower than when we're actively sprinting.
I LOVE this idea.
"Parry Stance" and drains HALF the speed of Sprinting.
EDIT: Just an update incase only this post is read. This is NOT a substitute to sprint, but an addition.
*Sprint can now be used while moving, or if used while stationary, sprint still grants the same benefits but drains half as fast. Thus we can stand still and hold "shift" for the benefits of DR+CC immunity OR we can be moving and hold shift for DR/CCimmune/Run speed.
gwf lvl 70 will be fine when the atwills tooltips show a minimum base of 5k, encounter between 15/30 and dailys in 40k (all that double because of stacks). if the idea is gwf have your damage based in the hp of enemy (i say that in m3... seens that are done for sws) or some thing like that, need be official. a patch note. a characteristic like disarm traps.
since m2 bleed iam tired to have a class based in preventive "mistakes". no. no more.
be solid is not only do a nice damage, but still can do a nice damage even if the game/other classes suffer some big transformations and, no less important, have a TOTAL CONTROL about why i do that damage. THAT IS BE SOLID.
I am now fairly sure the reason that damage is so high is because Feytouched is bugged. There are reports of feytouched boosting damage by 350% when active (instead of the max 54%) as well as feytouched having incorrect cooldowns (up for 20, down for 10, up for 20 and then nothing for a long while)
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Stacking System GWFs have is very poor. Weapon Master and Destroyer both have very bad "uptime" on stacks. This is not apparent in PVE where it is easy to continuously attack if desired and can attack multiple mobs at once.
In PVP its more rare that you will be fighting 3 players at once, let alone able to HIT 3 players at once, therefore must rely on the 25% chance to gain a stack.
If not constantly attacking the stacks fall off - even if its from our own abilities like Avalanche of Steel Daily, or trying to sprint, or trying to chase down a target that dodged - all your stacks are gone.
PLEASE CONSIDER
- Destroyer FEAT: Removed stacking. Now just grants a 9% damage bonus whenever attacking 3 targets or more for 4-5 seconds. Additional Ranks +9% damage, +9% damage.
- Focused Destroyer: Still has 25% chance to gain 'Destroyer' buff off ANY attack. Also now boosts the damage Destroyer gives by 10%.
Thus Destroyer becomes just a SINGLE 'buff' that you gain attacking more than 3 targets OR 25% chance off any attack to gain. This will NOT affect PVE but will REALLY help PVP.
Feedback: Unstoppable
unstoppable really got a lack of resistance,it's why some improvement / rework is needed.
to get a chance to withstand against Distance/ stealth enemy players.
1. while on unstoppable It Should be be immune against "Piercing Dmg
2. Remove, Healing Depression from unstoppable.
3. it should be not affected by Debuffs while on unstoppable.
4. it should work constant 30%DR Not reduced over time & 15% temporary HP for PvP at least needed.
5. Do not forget this:
GWF have to accept, to be the first injured,
All Ranged (+TR) classes throwing 2-3 Free Encounters or straight a Daily at First!,
Before we actually can start attacking.
this is why an improvement are very important for our defense / resistance.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
Feedback: Unstoppable
unstoppable really got a lack of resistance,it's why some improvement / rework is needed.
to get a chance to withstand against Distance/ stealth enemy players.
1. while on unstoppable It Should be be immune against "Piercing Dmg
2. Remove, Healing Depression from unstoppable.
3. it should be not affected by Debuffs while on unstoppable.
4. it should work constant 30%DR Not reduced over time & 15% temporary HP for PvP at least needed.
5. Do not forget this:
GWF have to accept, to be the first injured,
All Ranged (+TR) classes throwing 2-3 Free Encounters or straight a Daily at First!,
Before we actually can start attacking.
this is why an improvement are very important for our defense / resistance.
FEEDBACK: Unstoppable
CWs get shield which offers a BASE 25% unmitigated DR when broken and even HIGHER when not broken, GWFs Unstopapble should ATLEAST be the same (25% Unmitigated DR) and I would even suggest more considering the nature of the melee class and that we only get it a short time.
DR should be raised to a FLAT 30% DR on its OWN layer unable to be mitigated.
feedback gwf and the game:
every tree should have more damage than anny cw tree (cw is SECUNDARY DPS) and tank better than a cw using shield (cw is not primary or secundary defender).
GWFs need more on-hit, restores stamina mechanics.
If this feature is to have such central importance as to being delegated some of the survival-role which previously was totally centered on Unstoppable, then they need be able to use it more. The frustrating 'pause' before stamina begins to regenerate, is also needlessly punishing -- like for instance, TRs regenerate stamina immediately as it is spent. Why do the GWFs this 'pause' before stamina starts regen?
It is especially important for Instigators and Destroyers -- if these builds cannot rely on the same mechanics as the Sentinel, then whatever survivability it needs it must come from much more tactical use of sprint. However, Neither Instigators nor Destroyers have any real buffs/reinforcements in regards to stamina and the use of sprint.
IMO GWFs need a mechanic that works exactly the same as Severe Reaction the CWs have. If anything the GWFs need this more than the CWs, considering the amount of fire the GWF is exposed to in many cases.
To sum it up:
(1) GWFs need on-hit, restores stamina type of mechanics
(2) Instigators and Destroyers need stamina/sprint related features to help them use it more often and more flexibly
(3) The Severe Reaction type of features would be more ideal for GWFs than for CWs.
1 - No due 2 reasons: Restoring Strike already restores part of our stamina, which, is fine. GWF-class has Battle fury, which replises the bar completly even "on sprint" (this was the base for the "perma" sprint build).
2 - What the class itself needs on that matter is, basically, to have a better "stamina regeneration" out-of-combat, not a "stamina burst" while fighting.
3 - Most of us are against the mini backwards jump from "hidden daggers" due, in fact, "we" need to STAY NEAR the target, hitting them all, not at 15' from them, where our hits do not reach.
1 - No due 2 reasons: Restoring Strike already restores part of our stamina, which, is fine. GWF-class has Battle fury, which replises the bar completly even "on sprint" (this was the base for the "perma" sprint build).
Not even close to enough. Like said, Instigators and Destroyers are in a totally different situation when compared to Sentinels, in terms of self defense. RS restores what, less than 30% stamina at most at the cost of around 15~18s recharge. Much the same with Battlefury - 20s recharge is hardly reliable in that the amount of sprint/stamina use required for a Insti/Destro to be able to fend for itself.
Another problem is that for Insti/Destros, a set-up which requires both Battlefury and Restoring Strike slotted pushes it towards extremely unstable situation as a GWF -- at least, considering the role it is expected to play in combat. Like it or not, due to the role it is allocated, you can expect at anytime at least two or more enemy players will be focusing fire at the GWF. In which case, with two 2 of the three slots allocated to BF and RS, what do you use as the third?
2 - What the class itself needs on that matter is, basically, to have a better "stamina regeneration" out-of-combat, not a "stamina burst" while fighting.
It needs both.
3 - Most of us are against the mini backwards jump from "hidden daggers" due, in fact, "we" need to STAY NEAR the target, hitting them all, not at 15' from them, where our hits do not reach.
The point of mentioning Severe Reaction, is the stamina restoration effect, not the repel. Considering CWs usually have even higher basic DR than the CW, if a CW is given a chance to restore stamina like crazy due to being struck by enemies, then I see no reason why a GWF should not benefit from basically the same effect. In order to emphasize the difference between Sentinels and other builds, I'd recommened such a mechanic be placed at the third tier or higher in either the Instigator or the Destro trees. Sure, Sentinel doesn't need that much of sprinting, but really, Instis and Destros do, and they need it a lot. Just for example allow maybe twice as more sprint use for Instigators and with that alone there's a lot more option open to Instigators, even in the face of multiple enemies, even with much lower survivability than Sentinels.
seriously what's wrong with our Skill, Skill Names and Class specific Skill,
1. First "Takedown,
and now probably "Takestun,
it doesn't do any more, for what it was designed.
2. second "Unstoppable,
How really unstoppable we are? , when Piercing dmg can simple ignore it completely.
feels more like stoppable, abatable..
3. third " hidden daggers,
we are a heavy armor class,daggers doesn't fit the class,
why do we not throwing 2 giant Axe? from both hands or our Weapon that we're using (like boomerang)
there's many ways to make this skill much better, than simply daggers from rouge.
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
Comments
we're not hating on the enounter, we're hating on the copied tr animation and the lazy work. 3 charges? good. aoe? good. melee damage buff? GOOD. but blitz? really?
The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
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this "hulk smash" thing is a deformation. gwf was a mixture of "speed, technique and brutality"
I disagree. that is an ability that you need to be close to your targets to use. Hidden daggers has a 40 foot range and a nice wide cone on it. between HD and your purposed encounter HD is far superior (in pve anyways), especially when that fist can be (pvp issue) dodged in pvp so easily due to the visuals being so obvious (which is everyone's complain against ibs)or (pve issue, doesn't stun long enough to do anything).
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It shouldn't be a feat, it should be just standard. My rogues smoke bomb can solo dungeons basically lol. Target caps for aoe are a bad idea in the first place. unless people run through and tank everything you barely even fight more than 7-10 enemies that can actually be hit at once anyway. with mod 6 changes and everything at 70 being stronger people wont be running through ramboing anymore. if they really want a cap on it. make it so it cant do more than 500%-700% damage (so 5-7 minions worth of damage) but still spreads it evenly out so if you're attacking a big pack. at least you'll be guaranteed the hit the bigger ones you're trying too.
Now this is based on some 70 preview, some 60 preview, but speaking with friends who main other classes and based on our own experiences also. I've compared GWF to all other classes in Damage, Survivability, Control. this is trying to be fair and take into account feats and abilities of the classes.
GWF Vs GF - More Damage (less burst than GF though) , Less survivability (Acceptable, GF is a tank) , Less Control (They get to keep prones and lunges, GWF lose all theirs)
GWF Vs TR - Less Damage (even if GWF is aoe and TR is single) , Less survivability (Due to Dodge frames and stealth) , Less control (Dazes much easier to land and last longer than our stuns)
GWF Vs CW - Less Damage (Both Aoe and Single target , Less survivability (Tabbed shield seperate DR layer) , Less control (Control wizard will always win in control)
GWF Vs HR - Less Damage (Both Range and meele HR , unsure on trapper) , Uncertain survivability (due to mod6 lifesteal changes, and HR survivability is mostly reliant on LS) , Less control (Perma roots , Prone encounter, etc)
GWF Vs SW - Less Damage (Overall) , Uncertain Survivability (Again, lifesteal changes will affect this more than testing allows) , More control (Stuns)
GWF Vs DC - Less Damage (Dps spec cleric trumps us) , Less Survivability (Healing class will far exceed our survivability) , Uncertain control (DC's have some good controlling skills like snares and knockups/knockbacks, however they aren't used as much as other powers)
GWF Vs OP - More Damage (Only found a prot pally to test with) , FAR LESS Survivability (this makes sense) More Control (the pally didnt seem to have much control, But he was almost impossible to kill untill I hopped on my TR)
Speaking from the GWF perspective. the only classes we do more damage than are OP and GF, however GF does much higher burst damage with superior damaging encounters and dailys, yet they are not Damage specs, they also are far tankier than us, so we cant be an offtank either.
Survivability is a bit tougher the measure, but the only two classes we may have more than are HR and SW, who both are far more lifesteal reliant than most others. However HR is extremely good at staying out of harms reach, which gives them an advantage there. Even a Mage is tankier than us.
Control we also lack. The only classes we control more than are SW and OP, SW is in a bad place, and we all know that, and OP is a dedicated support/tank, so it makes sense for us as a fighter to be able to do a bit more than then.
If I am on my TR and I see a GWF I check their gearscore, if they're under 19k I know they have almost no chance. my TR is only around 15k... same goes with my friends 15k faithful cleric. He can outheal any damage a GWF can deal whilst slowly killing him.
Looking at this, it shows that we sorely lack in both our damage and Survivability compared to other classes we are meant to compare with / be able to replace in dungeons. We are the least survivable of the melee classes, and also the lowest damage of them bar paladin, but as explained above paladins survivability far exceeds our superiority to them in damage. We should be able to output slightly less dps to a rogue while in Destroyer, while being a bit tankier, and we should be able to tank better than a CW, but deal less damage than one.
The changes made so far are good. its great to see an interest in what we have to say. But We still need those last few things that so many of us have been talking about, such as Unstoppable DR being before other DR and blocking all (a separate layer like CW) and more damage to our skills with less reliance on building up stacks. Our tank spec now does no damage, and our DPS spec is too squishy to deal damage realistically. Instigator sort of just runs around flailing its arms and hitting stuff occasionally.
There's still about 2 weeks to go. I hope there will be a bit more info about changes we will receive in mod 6. or I feel the class might be lost.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
The only thing I can speak to here is gwf vs cw and vs tr. It is my experience, based on 5 or so dungeon attempts on preview. I always had a DC in my group and on 4/5 I also had a gf. In either case I always beat the cw by a large margin during trash phase and then got very far ahead in a boss fight and I can speak to the skills of the CWs I ran with. Vs tr (one run only where i ran with the tr and i do not know about their skill as i have never ran with them before) we were close according to paingiver during the trash phase and then during the mc boss fight I got very far ahead again.
When the devs said they thought pve gwf was in a good place they were not kidding. It really is IMO, yes you need to avoid every red splat now like other DPS classes but the temp HP given from unstoppable (up to 400k at times depending on buffs) now lets you take many smaller hits and thus stay inside melee range quite well which addresses the survivabilty issue you have, we have no dodge for the really big hits but the damage we deal instead is worth it (as on preview currently).The large damage output let's you go unstoppable frequently and easily. Granted, this is destroyer spec only, sentinal will have much less damage and more difficulty surviving due to not gaining unstoppable from dealing damage but only taking it, so less temps, less unstoppable. I have not tested sentinal though or instigator.
The changes coming 2 weeks into mod 6 will help out pve gwf more with the movespeed during unstoppable allowing them to avoid damage easier. The damage taken to give unstoppable will also be good for dentinal and instigator.
What needs to happen for pve gwf now is to buff grand fissure back up to 9k base damage (still a Nerf, but inline with other gwf aoe attacks) to make it a viable choice in combat and fix mighty blade to actually work on aoe attacks as it currently does nothing.
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Maybe there could be an option that when NOT moving, if we hold shift, we get the sprint benefits WITHOUT having to actually move.
What this means is if we are running and hold shift, we sprint, gain 30% DR and are CC immune. If we do NOT run or move, but hold shift, it should STILL grant us 30% DR and CC immunity - almost like a "block"
I think this would end up solving SOME options as now GWFs could see big red damage and hold shift to "block" it in a sense, without being forced to move. This also helps pvp in that after a combo rotation, if the GWF doesnt want to move they dont have to but can retain the same benefits of sprint.
That is actually a good idea. During the none motion sprint (which I would say be called parrying stance), stamina drains slower than when we're actively sprinting.
I LOVE this idea.
"Parry Stance" and drains HALF the speed of Sprinting.
EDIT: Just an update incase only this post is read. This is NOT a substitute to sprint, but an addition.
*Sprint can now be used while moving, or if used while stationary, sprint still grants the same benefits but drains half as fast. Thus we can stand still and hold "shift" for the benefits of DR+CC immunity OR we can be moving and hold shift for DR/CCimmune/Run speed.
http://nw-forum.perfectworld.com/showthread.php?865801-Feedbak-Level-70-Dungeons-Some-are-not-possible
a player capture that. ok. being a gwf, i dont have anny interesting to have a broken damage in some exporadic maps to be fixed in the next module, when the gwf damage will not be interesting for the devs.
gwf lvl 70 will be fine when the atwills tooltips show a minimum base of 5k, encounter between 15/30 and dailys in 40k (all that double because of stacks). if the idea is gwf have your damage based in the hp of enemy (i say that in m3... seens that are done for sws) or some thing like that, need be official. a patch note. a characteristic like disarm traps.
since m2 bleed iam tired to have a class based in preventive "mistakes". no. no more.
be solid is not only do a nice damage, but still can do a nice damage even if the game/other classes suffer some big transformations and, no less important, have a TOTAL CONTROL about why i do that damage. THAT IS BE SOLID.
We are searching for slave labor, will pay with food from our farm!
There are reports that it applies its buff to both the target and the enemy.
reports that you only get half of the two part buff from the enchant. And all these are from different ranks of the same enchant.
So I wouldnt be surprised.
Stacking System GWFs have is very poor. Weapon Master and Destroyer both have very bad "uptime" on stacks. This is not apparent in PVE where it is easy to continuously attack if desired and can attack multiple mobs at once.
In PVP its more rare that you will be fighting 3 players at once, let alone able to HIT 3 players at once, therefore must rely on the 25% chance to gain a stack.
If not constantly attacking the stacks fall off - even if its from our own abilities like Avalanche of Steel Daily, or trying to sprint, or trying to chase down a target that dodged - all your stacks are gone.
PLEASE CONSIDER
- Destroyer FEAT: Removed stacking. Now just grants a 9% damage bonus whenever attacking 3 targets or more for 4-5 seconds. Additional Ranks +9% damage, +9% damage.
- Focused Destroyer: Still has 25% chance to gain 'Destroyer' buff off ANY attack. Also now boosts the damage Destroyer gives by 10%.
Thus Destroyer becomes just a SINGLE 'buff' that you gain attacking more than 3 targets OR 25% chance off any attack to gain. This will NOT affect PVE but will REALLY help PVP.
unstoppable really got a lack of resistance,it's why some improvement / rework is needed.
to get a chance to withstand against Distance/ stealth enemy players.
1. while on unstoppable It Should be be immune against "Piercing Dmg
2. Remove, Healing Depression from unstoppable.
3. it should be not affected by Debuffs while on unstoppable.
4. it should work constant 30%DR Not reduced over time & 15% temporary HP for PvP at least needed.
5. Do not forget this:
GWF have to accept, to be the first injured,
All Ranged (+TR) classes throwing 2-3 Free Encounters or straight a Daily at First!,
Before we actually can start attacking.
this is why an improvement are very important for our defense / resistance.
FEEDBACK: Unstoppable
CWs get shield which offers a BASE 25% unmitigated DR when broken and even HIGHER when not broken, GWFs Unstopapble should ATLEAST be the same (25% Unmitigated DR) and I would even suggest more considering the nature of the melee class and that we only get it a short time.
DR should be raised to a FLAT 30% DR on its OWN layer unable to be mitigated.
every tree should have more damage than anny cw tree (cw is SECUNDARY DPS) and tank better than a cw using shield (cw is not primary or secundary defender).
gwf is a primary dps, secundary tank
how you will do that, i dont care.
GWFs need more on-hit, restores stamina mechanics.
If this feature is to have such central importance as to being delegated some of the survival-role which previously was totally centered on Unstoppable, then they need be able to use it more. The frustrating 'pause' before stamina begins to regenerate, is also needlessly punishing -- like for instance, TRs regenerate stamina immediately as it is spent. Why do the GWFs this 'pause' before stamina starts regen?
It is especially important for Instigators and Destroyers -- if these builds cannot rely on the same mechanics as the Sentinel, then whatever survivability it needs it must come from much more tactical use of sprint. However, Neither Instigators nor Destroyers have any real buffs/reinforcements in regards to stamina and the use of sprint.
IMO GWFs need a mechanic that works exactly the same as Severe Reaction the CWs have. If anything the GWFs need this more than the CWs, considering the amount of fire the GWF is exposed to in many cases.
To sum it up:
(1) GWFs need on-hit, restores stamina type of mechanics
(2) Instigators and Destroyers need stamina/sprint related features to help them use it more often and more flexibly
(3) The Severe Reaction type of features would be more ideal for GWFs than for CWs.
Use it while jumping. It sucks for tr too
Not even close to enough. Like said, Instigators and Destroyers are in a totally different situation when compared to Sentinels, in terms of self defense. RS restores what, less than 30% stamina at most at the cost of around 15~18s recharge. Much the same with Battlefury - 20s recharge is hardly reliable in that the amount of sprint/stamina use required for a Insti/Destro to be able to fend for itself.
Another problem is that for Insti/Destros, a set-up which requires both Battlefury and Restoring Strike slotted pushes it towards extremely unstable situation as a GWF -- at least, considering the role it is expected to play in combat. Like it or not, due to the role it is allocated, you can expect at anytime at least two or more enemy players will be focusing fire at the GWF. In which case, with two 2 of the three slots allocated to BF and RS, what do you use as the third?
It needs both.
The point of mentioning Severe Reaction, is the stamina restoration effect, not the repel. Considering CWs usually have even higher basic DR than the CW, if a CW is given a chance to restore stamina like crazy due to being struck by enemies, then I see no reason why a GWF should not benefit from basically the same effect. In order to emphasize the difference between Sentinels and other builds, I'd recommened such a mechanic be placed at the third tier or higher in either the Instigator or the Destro trees. Sure, Sentinel doesn't need that much of sprinting, but really, Instis and Destros do, and they need it a lot. Just for example allow maybe twice as more sprint use for Instigators and with that alone there's a lot more option open to Instigators, even in the face of multiple enemies, even with much lower survivability than Sentinels.
1. First "Takedown,
and now probably "Takestun,
it doesn't do any more, for what it was designed.
2. second "Unstoppable,
How really unstoppable we are? , when Piercing dmg can simple ignore it completely.
feels more like stoppable, abatable..
3. third " hidden daggers,
we are a heavy armor class,daggers doesn't fit the class,
why do we not throwing 2 giant Axe? from both hands or our Weapon that we're using (like boomerang)
there's many ways to make this skill much better, than simply daggers from rouge.