Against BiS TRs? I am sure you have videos proving you are that good since i have yet to see videos of BiS GWFs landing direct IBS on TRs.
Would be an interesting watch and make us learn a thing or two. Who are you in game as a GWF? I want to play with you and learn.
Against BiS TRs? I am sure you have videos proving you are that good since i have yet to see videos of BiS GWFs landing direct IBS on TRs.
Would be an interesting watch and make us learn a thing or two. Who are you in game as a GWF? I want to play with you and learn.
thats because they are in stealth, when u get the 2 sec reveal you are probably dazed or they dodge in time, but even if you use someth to stun them, they use ITC and they break free.
without ITC deflecting the damage you can probably land a nice hit. so better an ITC nerf than HAMSTER make GWF a killin machine meant to kill TRs and unbalance a fight with other classes for TR reason.
and if u aren't a intimidation build, even if you play as one, the best chance of gettin the TR is with savage advance, thats not if you aren't killed by SE.
and i was reffering to HRs , not TRs
"Double stun duration on Instigators and Destroyers
OR
Make CC duration influenced only by tenacity, CCresist and Oghma artifact power
OR
Decrease cooldown to 6 seconds so that at least we can spam it and have a decent chance to actually stun the opponent and land our rotation
Would love to see other classes fighting with a 20% chance to land your rotation every 17s (Instigator fighting with FLS-IBS-RS rotation vs HRs or TRs or high deflect builds in general). "
what you demand here imagine what will be like against other classes that aren't TR/HR. lol
the only thing that works for GWF is savage advance when it doesnt bug. CW in open space is a no go push all over the place, DC the same, GF that do targetlock are impossible, SW i can never catch and hr/tr are way out of our league... so exactly who are we to kill? I can still put a lot of dmg and offer some utility with the new draconic templar, but other than that...
As a curiosity, any of you that can try draconic templar set and the interaction with first strike? i havent got 1 shoted lately and i;m wondering if that is the reason or i was just lucky to get undergeared trs...
the only thing that works for GWF is savage advance when it doesnt bug. CW in open space is a no go push all over the place, DC the same, GF that do targetlock are impossible, SW i can never catch and hr/tr are way out of our league... so exactly who are we to kill? I can still put a lot of dmg and offer some utility with the new draconic templar, but other than that...
As a curiosity, any of you that can try draconic templar set and the interaction with first strike? i havent got 1 shoted lately and i;m wondering if that is the reason or i was just lucky to get undergeared trs...
gezas christ.
the trapper HR is easy to kill
the combat one is harder cause of the self healing, but once you got him in your rotation he is a gonner.
the dps DC on 1vs1 yea he is OP
the faitfull one without a luck from RNG to crit him with all your encounters and daily, you wont probably kill him.
the CW it's a 50/50 to win against them.
the GF ? you just go behind them and stun them, thats all.
you cant kill a GF that is using target lock, the shield will follow you.
CW is 50% only if you are in a close space like a tunnel and you position proper, in open space you just wont reach him.
SW- while usually they are an easy kill i have found a few that pretty much destroyed me without any chance to reach them.
HR-combat i have only once been able to proc the soulforge of one when all by skills were a crit with no deflect, what are the odds of that...
i am really having troubles understanding my role in pvp (solo queue):
- i cant defend home base nor can i take enemy base (vs similar GS)
- i have no place in mid cause i dont have range, nor any pillar to hide so i can keep node busy...
so if i dont have a dedicated healer to stay with in mid i can pretty much leave the game....
i am really having troubles understanding my role in pvp (solo queue):
- i cant defend home base nor can i take enemy base (vs similar GS)
- i have no place in mid cause i dont have range, nor any pillar to hide so i can keep node busy...
so if i dont have a dedicated healer to stay with in mid i can pretty much leave the game....
Remember, you are a free kill to every class. Thus, everyone will go after you if you get in their range of vision. Use that to your advantage and pull ppl away from nodes ^^
i dont know orthzy what problems do you have, but i played both instigator and destroyer and both were working fine, the DPS isn't a problem, i can handle each class except TRs with their SE and DPS DC. in rest i find them pretty much balanced.
while pugging, i doubt u ever have a role. but for what i can say, GWF is pretty much on mid focusing CWs/HRs first.
depends on what enemy u can face at your home node or their home node, if it isn't a TR you can pretty much handle them 1vs1.
i'm not sayin the GWF is perfect, but it's not as pathetic as you think it is.
probably is a matter of gear too. you face enemies that are far more geared than you or you are focused by 2 enemies.
the #1 post i request changes, not to make the class be easy to play, but to give 3 different roles to each paragon mostly and some utility.
if you want i can give you some tips in game, maybe it will work for you.
and like zvieris is sayin, is about smartplay.
fi you go alone facing more than 1 enemy, is clearly that you are dead.
the only class that can face more than 1 enemy and can really withstand them, are the TRs...
-i am a 24k GS GWF, i have pretty much the same K/D as any other geared GWF around 3:1 and a normal W/L for a solo queue of 3:1.
-While i am doing fine killing undergeared people (triples everywhere) i am having problems finding my role in balance matches, as rare as they are, and usually i am mid getting killed over and over by some range guy cause i am in a 2v1 with a nice choice of chasing the cw/hr/sw, run away or keep my node for those 10-20 seconds of glory, there are usually no pots to run to...
-When i was talking about the balance of 1v1 in previous posts, i was only talking about similar geared people... Trappers are easier than combat, but they arent trappers cause they are afraid of the "mighty" gwf .
-Due to pvp map design i feel that GWF is at great disadvantage since we lack any defense tool till we lose half our hp, our only defense is offense and if you start running after them we lose the points.
-I have a big problem with sets, as a sentinel i should be able to stack hp and profit from it, but i have to stack power or be even more useless since the cds are so big... Also since i can use them so rare and they have such long animations i have to develop skills like foresight and always take latency into account with the next position so i can land that ****ty stun only to see it fizzle...
-I feel that my stamina regen should be better, after i depleted it i am feeling defenseless...
-as a fight mid: start fight, next 2-3 seconds i am at half hp, i pop unstoppable with 8 sec of glory, i do my round of skills and after that if focused i die in the next 3 sec or i ran for the pot. So all i can do is 1 rotation of skills with 1 daily another 4 sec of useless immunity, there is no second unstoppable if they play it proper...
-In solo queue i dont think there is a place for destro/instigator atm, maybe i am wrong...
-i am a 24k GS GWF, i have pretty much the same K/D as any other geared GWF around 3:1 and a normal W/L for a solo queue of 3:1.
-While i am doing fine killing undergeared people (triples everywhere) i am having problems finding my role in balance matches, as rare as they are, and usually i am mid getting killed over and over by some range guy cause i am in a 2v1 with a nice choice of chasing the cw/hr/sw, run away or keep my node for those 10-20 seconds of glory, there are usually no pots to run to...
-When i was talking about the balance of 1v1 in previous posts, i was only talking about similar geared people... Trappers are easier than combat, but they arent trappers cause they are afraid of the "mighty" gwf .
-Due to pvp map design i feel that GWF is at great disadvantage since we lack any defense tool till we lose half our hp, our only defense is offense and if you start running after them we lose the points.
-I have a big problem with sets, as a sentinel i should be able to stack hp and profit from it, but i have to stack power or be even more useless since the cds are so big... Also since i can use them so rare and they have such long animations i have to develop skills like foresight and always take latency into account with the next position so i can land that ****ty stun only to see it fizzle...
-I feel that my stamina regen should be better, after i depleted it i am feeling defenseless...
-In solo queue i dont think there is a place for destro/instigator atm, maybe i am wrong...
40k HP its enough for PVP.
you see, sentinel aoe is better when you have a support with you.
cause those 2 aoe are hard to hit and have big cooldowns. so thats the idea of the #1 post, making the sentinel to really have an utility.
your role is at mid, and on your home node on clearing the TR, either with one of your teammates such as a Dps cleric, trapper Hr or another TR.
you can always do a combination of CAGI and sprint to cancel out your animation or FLS and sprint, that way you will have it ready once you see the TR.
i played instigator, and now i am playin destroyer, cause it do has bigger DPS and takedown with 7 seconds.
i can solo que or do well in a premade.
1v1 vs TR i am feeling quite good, is a nice matchup till i get smacked by SE
1v1 vs CW is a nice match up till they start abusing Repel, can work around it with position, but only sometime.
1v1 vs healer DC is just bad, they have a full health bar every 10 sec while i can burst 75% every 18 sec
1v1 vs dps DC, all nice and dandy till they start abusing sunburst and with all those dots (God knows why i have STR cause it does nothing),
1v1 vs GF is bad cause i cant do anything while they are using hardtargetlock, is just no way a gwf can go behind it shield lasts longer than sprint...
1v1 vs HR: combat, i dont have enough burst and they have too much lifesteal recovering hp similar to DC, difference is the they have dmg as well.
1v1 vs Trapper: is tricky, can go both ways, but usually in their way... tho i should thank trs for forcing them out of combat.
1v1 vs SW: let me tell you if they are geared Temptation you are b-bye, they arent so well viewed cause they suck even more than us vs the rest, they just die from too many things out there, but not from us
thats because they are in stealth, when u get the 2 sec reveal you are probably dazed or they dodge in time, but even if you use someth to stun them, they use ITC and they break free.
without ITC deflecting the damage you can probably land a nice hit. so better an ITC nerf than HAMSTER make GWF a killin machine meant to kill TRs and unbalance a fight with other classes for TR reason.
and if u aren't a intimidation build, even if you play as one, the best chance of gettin the TR is with savage advance, thats not if you aren't killed by SE.
and i was reffering to HRs , not TRs
"Double stun duration on Instigators and Destroyers
OR
Make CC duration influenced only by tenacity, CCresist and Oghma artifact power
OR
Decrease cooldown to 6 seconds so that at least we can spam it and have a decent chance to actually stun the opponent and land our rotation
Would love to see other classes fighting with a 20% chance to land your rotation every 17s (Instigator fighting with FLS-IBS-RS rotation vs HRs or TRs or high deflect builds in general). "
what you demand here imagine what will be like against other classes that aren't TR/HR. lol
The second option would affect only hrs/trs. Make cc duration be reduced only by cc resist, oghma and tenacity.
You know, if you want 'normal' fighters to be able to fight, their stuns should not get nullified 8 times out of 10.
Savage advance is a daily. You can't seriously base a strategy on a daily.
I'm also fine with takedown becoming like savage advance but with low damage.
You said you land ibs directly no problem. Then you basically tell me to use savage advance daily.
I want people saying ibs can be landed directly no problem against good players, to actually post a video of a premade where they reliably do that.
The second option would affect only hrs/trs. Make cc duration be reduced only by cc resist, oghma and tenacity.
You know, if you want 'normal' fighters to be able to fight, their stuns should not get nullified 8 times out of 10.
Savage advance is a daily. You can't seriously base a strategy on a daily.
I'm also fine with takedown becoming like savage advance but with low damage.
You said you land ibs directly no problem. Then you basically tell me to use savage advance daily.
I want people saying ibs can be landed directly no problem against good players, to actually post a video of a premade where they reliably do that.
no, i am talkin about a 1vs1 gwf vs tr scenario, that the best choice of a daily is savage advance -> daring shout/IBS
but i agree with you with the CC resist.
IBS can be landed with no problem against other classes, but against a TR, nop, and when you think u can land an IBS he goes ITC and your damage is deflected + 85% defl severity + tenacity, your damage is minimal.
thats why i want a nerf on ITC instead of making gwf a game breaker with bigger stun duration.
Comments
Would be an interesting watch and make us learn a thing or two. Who are you in game as a GWF? I want to play with you and learn.
without ITC deflecting the damage you can probably land a nice hit. so better an ITC nerf than HAMSTER make GWF a killin machine meant to kill TRs and unbalance a fight with other classes for TR reason.
and if u aren't a intimidation build, even if you play as one, the best chance of gettin the TR is with savage advance, thats not if you aren't killed by SE.
and i was reffering to HRs , not TRs
"Double stun duration on Instigators and Destroyers
OR
Make CC duration influenced only by tenacity, CCresist and Oghma artifact power
OR
Decrease cooldown to 6 seconds so that at least we can spam it and have a decent chance to actually stun the opponent and land our rotation
Would love to see other classes fighting with a 20% chance to land your rotation every 17s (Instigator fighting with FLS-IBS-RS rotation vs HRs or TRs or high deflect builds in general). "
what you demand here imagine what will be like against other classes that aren't TR/HR. lol
As a curiosity, any of you that can try draconic templar set and the interaction with first strike? i havent got 1 shoted lately and i;m wondering if that is the reason or i was just lucky to get undergeared trs...
gezas christ.
the trapper HR is easy to kill
the combat one is harder cause of the self healing, but once you got him in your rotation he is a gonner.
the dps DC on 1vs1 yea he is OP
the faitfull one without a luck from RNG to crit him with all your encounters and daily, you wont probably kill him.
the CW it's a 50/50 to win against them.
the GF ? you just go behind them and stun them, thats all.
SW do alot of damage but they are squishy.
CW is 50% only if you are in a close space like a tunnel and you position proper, in open space you just wont reach him.
SW- while usually they are an easy kill i have found a few that pretty much destroyed me without any chance to reach them.
HR-combat i have only once been able to proc the soulforge of one when all by skills were a crit with no deflect, what are the odds of that...
- i cant defend home base nor can i take enemy base (vs similar GS)
- i have no place in mid cause i dont have range, nor any pillar to hide so i can keep node busy...
so if i dont have a dedicated healer to stay with in mid i can pretty much leave the game....
Remember, you are a free kill to every class. Thus, everyone will go after you if you get in their range of vision. Use that to your advantage and pull ppl away from nodes ^^
while pugging, i doubt u ever have a role. but for what i can say, GWF is pretty much on mid focusing CWs/HRs first.
depends on what enemy u can face at your home node or their home node, if it isn't a TR you can pretty much handle them 1vs1.
i'm not sayin the GWF is perfect, but it's not as pathetic as you think it is.
probably is a matter of gear too. you face enemies that are far more geared than you or you are focused by 2 enemies.
the #1 post i request changes, not to make the class be easy to play, but to give 3 different roles to each paragon mostly and some utility.
if you want i can give you some tips in game, maybe it will work for you.
and like zvieris is sayin, is about smartplay.
fi you go alone facing more than 1 enemy, is clearly that you are dead.
the only class that can face more than 1 enemy and can really withstand them, are the TRs...
-i am a 24k GS GWF, i have pretty much the same K/D as any other geared GWF around 3:1 and a normal W/L for a solo queue of 3:1.
-While i am doing fine killing undergeared people (triples everywhere) i am having problems finding my role in balance matches, as rare as they are, and usually i am mid getting killed over and over by some range guy cause i am in a 2v1 with a nice choice of chasing the cw/hr/sw, run away or keep my node for those 10-20 seconds of glory, there are usually no pots to run to...
-When i was talking about the balance of 1v1 in previous posts, i was only talking about similar geared people... Trappers are easier than combat, but they arent trappers cause they are afraid of the "mighty" gwf .
-Due to pvp map design i feel that GWF is at great disadvantage since we lack any defense tool till we lose half our hp, our only defense is offense and if you start running after them we lose the points.
-I have a big problem with sets, as a sentinel i should be able to stack hp and profit from it, but i have to stack power or be even more useless since the cds are so big... Also since i can use them so rare and they have such long animations i have to develop skills like foresight and always take latency into account with the next position so i can land that ****ty stun only to see it fizzle...
-I feel that my stamina regen should be better, after i depleted it i am feeling defenseless...
-as a fight mid: start fight, next 2-3 seconds i am at half hp, i pop unstoppable with 8 sec of glory, i do my round of skills and after that if focused i die in the next 3 sec or i ran for the pot. So all i can do is 1 rotation of skills with 1 daily another 4 sec of useless immunity, there is no second unstoppable if they play it proper...
-In solo queue i dont think there is a place for destro/instigator atm, maybe i am wrong...
40k HP its enough for PVP.
you see, sentinel aoe is better when you have a support with you.
cause those 2 aoe are hard to hit and have big cooldowns. so thats the idea of the #1 post, making the sentinel to really have an utility.
your role is at mid, and on your home node on clearing the TR, either with one of your teammates such as a Dps cleric, trapper Hr or another TR.
you can always do a combination of CAGI and sprint to cancel out your animation or FLS and sprint, that way you will have it ready once you see the TR.
i played instigator, and now i am playin destroyer, cause it do has bigger DPS and takedown with 7 seconds.
i can solo que or do well in a premade.
1v1 vs TR i am feeling quite good, is a nice matchup till i get smacked by SE
1v1 vs CW is a nice match up till they start abusing Repel, can work around it with position, but only sometime.
1v1 vs healer DC is just bad, they have a full health bar every 10 sec while i can burst 75% every 18 sec
1v1 vs dps DC, all nice and dandy till they start abusing sunburst and with all those dots (God knows why i have STR cause it does nothing),
1v1 vs GF is bad cause i cant do anything while they are using hardtargetlock, is just no way a gwf can go behind it shield lasts longer than sprint...
1v1 vs HR: combat, i dont have enough burst and they have too much lifesteal recovering hp similar to DC, difference is the they have dmg as well.
1v1 vs Trapper: is tricky, can go both ways, but usually in their way... tho i should thank trs for forcing them out of combat.
1v1 vs SW: let me tell you if they are geared Temptation you are b-bye, they arent so well viewed cause they suck even more than us vs the rest, they just die from too many things out there, but not from us
The second option would affect only hrs/trs. Make cc duration be reduced only by cc resist, oghma and tenacity.
You know, if you want 'normal' fighters to be able to fight, their stuns should not get nullified 8 times out of 10.
Savage advance is a daily. You can't seriously base a strategy on a daily.
I'm also fine with takedown becoming like savage advance but with low damage.
You said you land ibs directly no problem. Then you basically tell me to use savage advance daily.
I want people saying ibs can be landed directly no problem against good players, to actually post a video of a premade where they reliably do that.
no, i am talkin about a 1vs1 gwf vs tr scenario, that the best choice of a daily is savage advance -> daring shout/IBS
but i agree with you with the CC resist.
IBS can be landed with no problem against other classes, but against a TR, nop, and when you think u can land an IBS he goes ITC and your damage is deflected + 85% defl severity + tenacity, your damage is minimal.
thats why i want a nerf on ITC instead of making gwf a game breaker with bigger stun duration.