From what I can see with this class, it's feats are far to slow to hit. A GF can Stun slam you twice as fast as you can use knockdown. I understand we use a 2 handed weapon, and if that's the answer to my suggestion, then GF should never hit harder than I do.
Throw weapon ability. We have a limited sprint ability to try to catch up with characters that have multiple escape and CC abilities. If someone is running away at least allow us to throw our weapon at them, it was a great fix in Dark age of camelot for armsmen.
3 seconds of immunity after launching a daily does not work. Any GF can blow you back mid launch causing it to fail.
I understand we are an off tank dps class. But so is a TR yet they can out tank, out damage and out CC us. So why not just do away with our class and build something better? Hell give me a ranger class with a bow. Can't even get epic groups to gear up as a GWF, so what's the point in playing?
The proper use of your wf is as a professions bot. I am assuming you have a level 60 wf, and that is the best start to making a profession bot. What you do is train in leadership or alchemy, then keep making the most valuable things. I turned my weapon fighter into a profession bot, and he is generating income without needing to spam in lfg channel for a group for an hour.
I enjoy my GWF. I solo and shes fine with that. Good solo toons. Builds make a big difference. LEEROY Jenkins..The dailies kinda suck. Can't save up and buy epic stuff anymore. Some lower stuff tho. One thing I hate on all toons is animation time on encounters. I wanted a paladin but maybe they will add one later.:). Oh I don't pvp but see how "balance" screws up pve. I understand pvp point of view but they are really different games. Anyone run an all GWF group? Back to killing redcaps again.../yawn
One thing I'm noticed is that the GWF seems to get more of better gear then the other classes.
T1 gear =
T2 gear = : |
Best gear = having a chance to be at or near the top in damage done.
What they should give us, is the ability to hit people while they dodge. After all, its only fair, We have no actual defense ability, why should any opponent. Give us a passive ability that allows gwf to strike players while they dodge, so our attacks don't waste our cooldowns. Also, give us the ability to hit players while their immune.
On another note. We have the biggest damage range on base weapons. So why do we do among the worst at-will damage compared to every other class except the dc? Trickster rogues have weapons that have less than half the base value ranges compared to the gwf weapons. They don't even come close, combined. So why do they hit a hell of a lot harder than gwf's using big massive weapons?
What they should give us, is the ability to hit people while they dodge. After all, its only fair, We have no actual defense ability, why should any opponent. Give us a passive ability that allows gwf to strike players while they dodge, so our attacks don't waste our cooldowns. Also, give us the ability to hit players while their immune.
No. Just no. I play three GWF's and even I find that stupid..
(and no one ask why I play 3, I wont answer. None of your business. )
And our dailies do suck. If they didnt nerf our AP generation when attacking multiple enemies. that wouldnt had been a problem.
I wouldnt mind using less than useful daily abilities more often compared to other classes.
We have literally very few daily abilities that are good in dealing damage.
No. Just no. I play three GWF's and even I find that stupid..
(and no one ask why I play 3, I wont answer. None of your business. )
And our dailies do suck. If they didnt nerf our AP generation when attacking multiple enemies. that wouldnt had been a problem.
I wouldnt mind using less than useful daily abilities more often compared to other classes.
We have literally very few daily abilities that are good in dealing damage.
But nope!
I have 5 gwf's. All of them 60, and another on the way. I've played every class, through every bracket of pvp with the exception of my TR which is now 52. And my cw which is now level 40. So I've seen quite a bit, having 11 characters. I've done the dungeons. I've done the pvp. And I've stopped playing my TR because I realized they are incredibly overpowered. That class, really needs a nerf, not so much with damage, but definitely with their cc abilitys.
I've seen our actual at-will damage, with nearly 30% armor pen (past cap I know). And with a 15% bonus damage via Str. I still cannot break the minimum listed damage on my weapon. (Without combat-advantage, or critical hits). All of my gwf's are destroyer spec, with 5/5 points in student of the sword.
When they nerfed the gwf, they didn't nerf the base modifier for outgoing damage, they reduced our overall output of dps by roughly 55% to 60% after the fact its all totaled up. That's when the penalty kicks in, after everything else has been calculated. Not before. Its the very last modifier the class has regarding all outgoing damage.
I would have been happier if they went through all the weapons related to the class, and lowered the ranges on them to moderate it a little better, rather than slap us with a after the fact huge penalty on all outgoing damage that persists through every level from 1 to 60.
On a side note, I created that many GWF's because despite being under powered. I still manage to come out top spot in nearly every pvp, throughout all the levels with the exception of 60.. Its not any fun at all doing pvp in the 60 bracket. The TR damage is too outrageous to be considered *balanced* by the dev team. And i should not have to spec sentinel and gather the gear for it, just to survive a second or two longer vs a unskilled tr still wearing greens. Hell, my last gf was hitting harder at 48 in full rares with 5.2k gs. Than what my gwf was hitting at 60 with 13k gs in full epics, with just the at-wills.
Gwf's at 60, are completely ridiculous in the destroyer line. Only thing they have going for them is takedown, roar and crescendo. And that's barely.. Even my dc's at-wills can dish out more damage than what my gwf's can, and that's pretty sad.
It is ridiculous that someone with 26 STR, 25%ArP, 5k Power and wielding a two handed sword hits for LESS than a TR with a toothpick. I threw in the towel and rolled a TR. I am hitting harder at level 42 than I did when I first hit 60 on my GWF.
My GWF encounter powers hit like a truck...or so I thought. It is evident that GWF is the step child.
The main problem for me in PvP as GWF is that I can't reach the target as every other class can. As a TR I just Impact Shot everything to death, GF Frontline Surge/Threatening Rush/Lunging Strike, CW and DC hit from range. And GWF just runs around. When I meet Destroyer GWF as a TR in PvP I use Lashing Blade from stealth, he pops Unstoppable, and then I just dodge his attacks and run around waiting till Unstoppable ends, then Stealth->Lashing Blade->Impact Shot->dead GWF. When he tries to catch me with Crescendo from range - ITC, bye bye GWF, keep casting that ***t while I'm going away.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
It always saddens me to see nothing but complaints coming from the GWF community these days. I started out with a GWF, have one of each other class and a second GWF. I find it to be the most fun class to play mainly because of how different the skill trees are from one another. What people don't realize is that (granted it's different than in actual D&D) this class was designed as a hybrid class. I love playing my sentinel because I can survive in pretty much any situation (PVP and PVE alike) and I still hit like a truck. I also love playing destroyer because of the huge dps output (I can easily out damage all other classes). Either way, we can tank better than GFs and deal a good amount of damage. Does the class need some work? Sure it does, but it's in no way such a terrible state that I'll stop playing it. Sure I've slowed down on PVPing with him due to an increase in quitters and premades with nothing but CWs and TRs, but that's where I can have fun with the other classes. It's still a viable class imo and I don't have problems finding groups. Honestly, have fun with the class. It has some of the hardest hitting skills in the game and can be **** near unkillable if played right. If you honestly feel the need to only complain and not suggest any constructive criticism of the class (OP is doing a good job with his suggestions) then please play another character because those of us that truly like playing this class would rather not have Debbie-Downers in our community.
Dragon Server
Ragnos Fireborn - 18.7k GWF Half-Elf Eva Darkblood - 13.8k TR Elf Venger Force of Evil - 13.7k CW Tiefling Azaghal Belegost - 16.5k GF Dwarf Drak'ar - 13.3k HR Drow Roghthar Darkspawn - 11.5k SW Human
GWF doesnt have anywhere close to having the hardest hitting skills in the game. There was a thread posted not too long ago showing the base damage of GF vs GWF and GF's IBS lost to GF's Anvil of Doom By 1k damage. And Anvil of doom doubles its damage against low HP targets. Then GF have another encounter that doubles all the damage they do against a single target. You dont know hitting like a truck until you use an encounter power for 90k Damage. And that does not compare to what TR's can do. GWF single target powers do hit harder than DC and CW's though... But there AOE is worse than DC and CW.
It's not being a Debbie downer but speaking of the facts. It is the only way the devs may change the class as so many players have a huge problem with it.
If you're talking about catching targets in PVP, the key is not to waste any of your sprint until you are in unstoppable, because they will just CC you and then put more space between you and them. Just walk towards the target eating damage until you can pop it and then use all of your sprint to get to them and knock them down. You can cover more ground with a full sprint bar than any other class can with there 2 or 3 dash/dodges. It's best to run past your target anticipating a blink back as you get close and then use the knockdown. Yes it's harder to play than other classes, but that doesn't make it weaker.
It always saddens me to see nothing but complaints coming from the GWF community these days. I started out with a GWF, have one of each other class and a second GWF. I find it to be the most fun class to play mainly because of how different the skill trees are from one another.
It's fun to drive a golf cart, but it's not allowed on race tracks. Neither should weapon fighters be allowed in dungeons.
Well I'll simply say I'm enjoying my three GWFs, and to those who don't... To each their own.
I'm looking forward to the coming patch for Iron Vanguard, along with the buffs to some of our powers, in particular Wicked Strike and the Instigator Capstone.
just have a funny thing. when I recorded the video, I realized now, the bleed of reaping strike was fixed at 5k ... he passes it now - I tested this very moment. Now bleed the account according to the size of the damage.
I'm only just now leveling my GWF and she's a lot of fun. I can't get over Spinning Strike. Every time my Daily is up I hear disco fever music. She's a lot more fun than my GF was leveling (where often I found myself becoming one of *those* tanks, lol). I've played a lot with GWF, and done plenty GWF-DC-CW-CW-? parties, so I'm basing most of my suggestions on watching GWFs in dungeons. As a GF Epic player, I admit that I find the desire to create a specific need in a party for a GWF by making them into GF tanks a bit puzzeling. Next they will want to heal the whole party I suppose. And I can also see that a mere % damage increase might imbalance pvp, so I've geared these tweaks towards making GWFs better party members and not towards making them beat a Thau-mage rocking a Perfect Vorpal.
^^
Class Features: Bravery increase chance to deflect by 1.5/3.5/5% and generate threat when striking Marked targets.
Heroic Feats:
Toughness: Increase Total Hit Points by 5/10/15%.
Steely Defense: Gain power equal to 5/10/15/20/25% of your defense.
Grit: Remove 40 second cooldown.
Ubiquitous Shield: Reduce the effect of Combat Adavantage against you by 10/20/30/40/50%
(All of these are from my DC persepective. The rewards for choosing survivability for a melee aren't enough right now.)
Instigator Feats:
Fleet Footed: When you damage a controlled target, you gain 15% run speed for 3 seconds.
Nimble Runner and Group Assault should be switched. You should be able to feat an at-will for more damage closer to the point where you get a chance to acquire it.
Allied Opportunity: Might Leap and Not So Fast ... blah blah... grants Combat Adavantage to your Allies for 2/4/6/8/10s.
Crippling Strike: Spinning Strike and Avalance of Steel now Slow your targets by 20/40/60/80/100% for 5 seconds.
** That should give an Instigator PvPer who wants to run a few T2s a Daily to work with Singularity, like Singularity. **
Destroyer Feats:
Executioner's Style: Reaping Strike now has a 20/40/60/80/100% chance to interrupt target's attack. Reduce RS charge speed by .5/1/1.5/2/2.5/3s.
** Think of the Maws in SP. It would be useful to have a party member who could stop the slide. Or Giantsouls.**
Focused Destroyer: Destroyer now has 10/20/30/40/50% chance to creat a stack on any number of targets.
** To cut down on the penalty from switching from mobs to boss or elite add. **
Sentinel Feats:
Grudge Style: The first strike of Sure Strike now Marks targets and generates 10/20/30/40/50% threat on the third strike.
Defiance: Slam and Spinning Strike now generate 20/40/60/80/100% threat against marked targets and.. blah blah...
** These two are specifically geared towards helping GWF off-tank a group of mobs without taunting everything or taunting an unmarked boss. **
The Paragon Feat tweaks are geared towards making the GWF a utility in a group besides just another CW. It's not so much the damage (or the Perfect Vorpals) that nudge the GWF out of the group, but the ability to keep the other CW and DC alive. Interrupt a Totemist or a Red Wizard that can't be CC'd and that's something a GWF could do with that big sword that no one else could do.
Comments
T1 gear =
T2 gear = : |
Best gear = having a chance to be at or near the top in damage done.
What they should give us, is the ability to hit people while they dodge. After all, its only fair, We have no actual defense ability, why should any opponent. Give us a passive ability that allows gwf to strike players while they dodge, so our attacks don't waste our cooldowns. Also, give us the ability to hit players while their immune.
On another note. We have the biggest damage range on base weapons. So why do we do among the worst at-will damage compared to every other class except the dc? Trickster rogues have weapons that have less than half the base value ranges compared to the gwf weapons. They don't even come close, combined. So why do they hit a hell of a lot harder than gwf's using big massive weapons?
I'm having fun with my three.
The key statement is that you 'enjoy' the GWF. That is all that matters in the end.
Thanks! :cool:
Our Dailies are for sure Sub-par, across the board...
No. Just no. I play three GWF's and even I find that stupid..
(and no one ask why I play 3, I wont answer. None of your business. )
And our dailies do suck. If they didnt nerf our AP generation when attacking multiple enemies. that wouldnt had been a problem.
I wouldnt mind using less than useful daily abilities more often compared to other classes.
We have literally very few daily abilities that are good in dealing damage.
But nope!
I have 5 gwf's. All of them 60, and another on the way. I've played every class, through every bracket of pvp with the exception of my TR which is now 52. And my cw which is now level 40. So I've seen quite a bit, having 11 characters. I've done the dungeons. I've done the pvp. And I've stopped playing my TR because I realized they are incredibly overpowered. That class, really needs a nerf, not so much with damage, but definitely with their cc abilitys.
I've seen our actual at-will damage, with nearly 30% armor pen (past cap I know). And with a 15% bonus damage via Str. I still cannot break the minimum listed damage on my weapon. (Without combat-advantage, or critical hits). All of my gwf's are destroyer spec, with 5/5 points in student of the sword.
When they nerfed the gwf, they didn't nerf the base modifier for outgoing damage, they reduced our overall output of dps by roughly 55% to 60% after the fact its all totaled up. That's when the penalty kicks in, after everything else has been calculated. Not before. Its the very last modifier the class has regarding all outgoing damage.
I would have been happier if they went through all the weapons related to the class, and lowered the ranges on them to moderate it a little better, rather than slap us with a after the fact huge penalty on all outgoing damage that persists through every level from 1 to 60.
On a side note, I created that many GWF's because despite being under powered. I still manage to come out top spot in nearly every pvp, throughout all the levels with the exception of 60.. Its not any fun at all doing pvp in the 60 bracket. The TR damage is too outrageous to be considered *balanced* by the dev team. And i should not have to spec sentinel and gather the gear for it, just to survive a second or two longer vs a unskilled tr still wearing greens. Hell, my last gf was hitting harder at 48 in full rares with 5.2k gs. Than what my gwf was hitting at 60 with 13k gs in full epics, with just the at-wills.
Gwf's at 60, are completely ridiculous in the destroyer line. Only thing they have going for them is takedown, roar and crescendo. And that's barely.. Even my dc's at-wills can dish out more damage than what my gwf's can, and that's pretty sad.
My GWF encounter powers hit like a truck...or so I thought. It is evident that GWF is the step child.
Dragon Server
Ragnos Fireborn - 18.7k GWF Half-Elf
Eva Darkblood - 13.8k TR Elf
Venger Force of Evil - 13.7k CW Tiefling
Azaghal Belegost - 16.5k GF Dwarf
Drak'ar - 13.3k HR Drow
Roghthar Darkspawn - 11.5k SW Human
It's not being a Debbie downer but speaking of the facts. It is the only way the devs may change the class as so many players have a huge problem with it.
It's fun to drive a golf cart, but it's not allowed on race tracks. Neither should weapon fighters be allowed in dungeons.
http://youtu.be/-2Mnnjponj4
http://youtu.be/ORhM9bEt8SI
but, I agree, the first video is a lot more fun ... hahaha
I'm looking forward to the coming patch for Iron Vanguard, along with the buffs to some of our powers, in particular Wicked Strike and the Instigator Capstone.
I just not choose why, from what I read the gf, the new gwf has a small inconsistency that will be corrected soon. Besides being difficult to play.
^^
Class Features: Bravery increase chance to deflect by 1.5/3.5/5% and generate threat when striking Marked targets.
Heroic Feats:
Toughness: Increase Total Hit Points by 5/10/15%.
Steely Defense: Gain power equal to 5/10/15/20/25% of your defense.
Grit: Remove 40 second cooldown.
Ubiquitous Shield: Reduce the effect of Combat Adavantage against you by 10/20/30/40/50%
(All of these are from my DC persepective. The rewards for choosing survivability for a melee aren't enough right now.)
Instigator Feats:
Fleet Footed: When you damage a controlled target, you gain 15% run speed for 3 seconds.
Nimble Runner and Group Assault should be switched. You should be able to feat an at-will for more damage closer to the point where you get a chance to acquire it.
Allied Opportunity: Might Leap and Not So Fast ... blah blah... grants Combat Adavantage to your Allies for 2/4/6/8/10s.
Crippling Strike: Spinning Strike and Avalance of Steel now Slow your targets by 20/40/60/80/100% for 5 seconds.
** That should give an Instigator PvPer who wants to run a few T2s a Daily to work with Singularity, like Singularity. **
Destroyer Feats:
Executioner's Style: Reaping Strike now has a 20/40/60/80/100% chance to interrupt target's attack. Reduce RS charge speed by .5/1/1.5/2/2.5/3s.
** Think of the Maws in SP. It would be useful to have a party member who could stop the slide. Or Giantsouls.**
Focused Destroyer: Destroyer now has 10/20/30/40/50% chance to creat a stack on any number of targets.
** To cut down on the penalty from switching from mobs to boss or elite add. **
Sentinel Feats:
Grudge Style: The first strike of Sure Strike now Marks targets and generates 10/20/30/40/50% threat on the third strike.
Defiance: Slam and Spinning Strike now generate 20/40/60/80/100% threat against marked targets and.. blah blah...
** These two are specifically geared towards helping GWF off-tank a group of mobs without taunting everything or taunting an unmarked boss. **
The Paragon Feat tweaks are geared towards making the GWF a utility in a group besides just another CW. It's not so much the damage (or the Perfect Vorpals) that nudge the GWF out of the group, but the ability to keep the other CW and DC alive. Interrupt a Totemist or a Red Wizard that can't be CC'd and that's something a GWF could do with that big sword that no one else could do.
As always YMMV.