I usually play the warrior archetype in games and im having a really hard time deciding between the GF and the GWF. So i was wondering, which one has more mobility, since that would greatly impact my choice.
thanks and sorry for the grammar, not my first language.
Both can have good mobility, but I prefer the Guardian Fighter. It depends on what you want. Let me explain.
Great Weapon Fighters have sprint as an innate ability, so you can hold shift and run very fast so long as your stamina lasts - it decreases as you move.
Both GWF and GF have encounter abilities that allow you to rush and leap towards a target, though the Guardian's basic leap has a lower cooldown (8 sec vs 16 sec). If mobility is important to you, you should always keep the basic leap power you get slotted - IIRC it's the first power you get for both.
But the Guardian Fighter has an at-will ability that lunges you forward - and this is quite a long travel distance, about the same distance other classes travel when they use their dodge ability. This is an at-will attack, meaning it has no cooldown. You can use it over and over again.
Both will be good, though. I might also be wrong about the GWF because I only played it a little in Closed Beta.
GF once they hit 35 have the Threatening Rush at will. Makes them the most mobile class in combat. Outside of combat though they have no real mobility since all thier skills require a target. Outside of combat GWF has thier sprint and leap ... so it depends.
If your just looking for mobility in combat, GF. If your looking for mobility out of combat GWF. If you want both .. I'd say GWF tips it since they have access to mobility in both areas.
A GWF has a great deal of mobility. You always have sprint, which has a decent recharge rate on stamina. Early there is a leap you can use, and later on there is Punishing Charge which is a rush forward. Punishing Charge has 3 uses and recovers a use every 8 seconds. Once I put Punishing Charge on my encounter bar, closing the gap and keeping on targets is a very easy feat (in PvP, never was an issue in PvE). Also a GWF has a "come at me bro" attack which pulls all enemies within a moderate distance to you which is VERY handy to counter the VERY annoying knockbacks that tanks and mages love to use.
I have a GF and I'd have to say GWF has more innate mobility mostly due to sprint.
GF certainly isn't no slouch, it has Threatening Rush which is a small melee charge. The same goes with Bull Rush (a charge knockback) and Surge (big damage). The problem is that none of these charges stop a target on the move outside of Bull Rush (which instead knocks the target away from you). That means sure you can catch up to them, but if they keep moving they will stay ahead of you because the animation will stop you while they create a new gap between you forcing you to use another ability to get up on them. Spamming Threatening Rush is REALLY bad damage.
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Great Weapon Fighters have sprint as an innate ability, so you can hold shift and run very fast so long as your stamina lasts - it decreases as you move.
Both GWF and GF have encounter abilities that allow you to rush and leap towards a target, though the Guardian's basic leap has a lower cooldown (8 sec vs 16 sec). If mobility is important to you, you should always keep the basic leap power you get slotted - IIRC it's the first power you get for both.
But the Guardian Fighter has an at-will ability that lunges you forward - and this is quite a long travel distance, about the same distance other classes travel when they use their dodge ability. This is an at-will attack, meaning it has no cooldown. You can use it over and over again.
Both will be good, though. I might also be wrong about the GWF because I only played it a little in Closed Beta.
If your just looking for mobility in combat, GF. If your looking for mobility out of combat GWF. If you want both .. I'd say GWF tips it since they have access to mobility in both areas.
But then again again, GF combat mobility only has movement towards targets. GWF can sprint AWAY from targets.
This is an open beta. Start treating it like one.
GF certainly isn't no slouch, it has Threatening Rush which is a small melee charge. The same goes with Bull Rush (a charge knockback) and Surge (big damage). The problem is that none of these charges stop a target on the move outside of Bull Rush (which instead knocks the target away from you). That means sure you can catch up to them, but if they keep moving they will stay ahead of you because the animation will stop you while they create a new gap between you forcing you to use another ability to get up on them. Spamming Threatening Rush is REALLY bad damage.