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Looking for some knowledge on GWF

gpassuccgpassucc Member Posts: 22 Arc User
edited October 2013 in The Militia Barracks
Dear GWFs,

First of all I would like to say that I have every class besides a GWF at 60 with t2 or higher gear and can say I reasonably understand them, their mechanics, and their class roles. The reason I am coming here is to understand how GWFs fit into a dungeon group and what their assets to a team are.

My current situation is that the guild I am in has plenty of GWF and CW, with just enough TR/DC/GF to fill in the gaps for t2 DD runs or CN/MC. Now my reason for coming here is that I want to include the GWFs in my guild in runs, they are all good people and good players but it just seems whenever we bring a GWF in lieu of another class its either a slower/rougher run or a flop.

I guess what I want is some input from experienced GWFs who know their class well (since I don't have any experience with it) to maybe give me some strategies as to how to best utilize the GWFs in my guild. As far as I know they are pretty much all destroyer spec and run Avatar of War set or the MC set and most of them have the ancient weapons.

I'm not the kind of person who will just refuse to take a class into a dungeon/raid in any game but would rather find a way to construct a group to maximize everyone's potential. I really appreciate any feedback, thank you very much!
Post edited by gpassucc on

Comments

  • banaancbanaanc Member Posts: 472 Arc User
    edited October 2013
    gwf can fill any role except dc, hell u can even throw 4 gwf and a dc and call it a party(unless u need cw to bug) or 3 gwf, cw and dc

    or tr(as a walking crit buff at least 90% tr arent useful for anything else) gwf + 2 cw + dc, or gf + gwf +2cw+dc or 2 gwf + 2cw+dc

    gwf tend to run face first into stuff and kill that stuff, thats about all there is, destroyers tend to be squishy so they need cw that is spamming singularity

  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited October 2013
    banaanc is pretty much spot on. :)

    GWFs, particularly Destro's, can fill every gap in a party aside from DC. We can make the CN rogue runs, we can kite adds at the end of FH, we can AoE DPS adds in Pirate King/Spider, and we are pretty good in Malabog's (Slam interrupts Valindra's abilities don't'ya'know!)...

    Basically I adjust my playstyle per the party, and what each situation calls for. So, I wouldn't say we are 'necessary' for any dungeon per say, but we can do any dungeon and do it well. :cool:
    va8Ru.gif
  • gpassuccgpassucc Member Posts: 22 Arc User
    edited October 2013
    I understand what you guys are saying in that GWF can fulfill a variety of roles, which makes sense. As of right now the other classes have very well defined roles whether that be single target damage, crazy amounts of CC/aoe, tanking, healing, while GWF have the capacity to perform most of those roles (except healing duh ^-^).

    Maybe the GWFs in my guild just aren't performing well or aren't geared appropriately. They usually have much less damage done than the CWs and are on par with the TRs even when running an aoe spec, which doesn't really seem to make sense to me. They have kited the adds at the end of FH before successfully so I do believe they can kite well, that is for sure. One of their biggest unsung utilities IMO is survivability. This in turn benefits other team members since the best person to rez others is a GWF with unstoppable up and they are almost always the last to die.

    I guess when there is a GWF taking the place of a TR or CW I assume they will be able to match the damage of those classes (whether aoe on adds or on boss duty). Is it just the case that they trade some damage for that extra survivability I mentioned ?

    Since (apparently) they are nerfing shield to have a target limit there may be a place for GWFs as that rough and tough melee keeping mobs occupied while still dishing out damage now that bumping mobs won't be as effective, which cuts down on the 12341213 CW + 1 cleric parties =D

    Thanks for the replies any more advice/knowledge is welcome.
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited October 2013
    If we play enough, we see crappy players in all classes. The DC that spends more time reviving pets than healing party members. The CW that forgets to equip singularity during Spell and didn't put any points in push. The TR who, for the life of him, can't avoid a single red circle. The GF like spam marks the entire zone when your parties calling for piecemeal pulls.

    Due to the jack-of-all-trades nature of GWF, it's even easier to get a player who doesn't know what he's doing. It's easy when you talk about CW's and their roles. There are variations, but most are variations of the same tone: Pull the mobs together and blast them off the cliff. But one GWF may think he's a boss killer, and another may think he's a tank, and another may be sitting in the middle spamming 'come and get it' and roar and play like he's a CW (which I have done on epic Spellplague, hehehe).



    The issue is that the other classes have very niche roles at the moment. The only thing out there to compete with them is GWF. And we aren't meant to compete with anybody, just be able to fill the gaps.

    We can blast the boss for you. And while the TR needs to roll out, even the destroyer GWF can sit there and soak the damage ... popping unstoppable afterwards, adding a pot on his temporary health, and increasing the speed of his at-wills in the process. And the Sentinel? Never even noticed the red circle to begin with.

    If they want to give GWF a better defined role, it would only take one small adjustment: AOE threat generation doubled, or tripled, for ALL our attacks, but not capable of competing for a single target with a GF. Let us truly step in as the add kite (our high deflect AND defense, repeatable self-heal and DR boost, sprint and CC immunity, and combo powers like daring shout, would shine during these scenarios).

    Until then, train your GWF's to do what needs done. Be mobile, use unstoppable at 100% only, switch from adds to boss as needed in the fight (teach them to protect the DC and jump in whenever the DC has aggro), and you'll see them really shine.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited October 2013
    Hmmm ...
    I think the most important among the classes is a mutual understanding of the skills . How many times have saved a WHOLE party with roar / slam without anyone knowing to whom they owed ​​the fact that people still standing ? ( mainly dv / sp )

    But still do not know , it is necessary that the gwf be aware that it can save lives as much as any other class . The damage is lower , the effect is less, but is immediate . This is important .

    As for our part , will be based on pirate king , which is basically the most popular dd .

    During the race , the more beneficial to the whole team ( and fast, oddly enough ) is always keep enemies block . The gwf able to handle the crowd , allowing the advancement of rogue can choose to kill the archers first. for obvious reasons , so work maximizes the efficiency of cw , both in how much damage control . It is also beneficial gf attract more resistant while gwf advances to the weaker , then attacking the resisters in the back with combat advantage . The problem is that the cw currently has cleaned up quickly. Finally . Depends team .

    Against bosses, today , I think we work better as a compromise between the rogue and cw . Let me explain: there are basically 2 circles adds . 1 is greater than the one the gf / cw control , and the lowest lying around and the boss appears at critical moments of battle .

    The primary role of caring gwf is the smallest circle , the secondary care for the boss . In case of maximum despair , it is beneficial to pull back the larger circle , but usually is not necessary. I see that many cw , comprising this mechanic, seek this role with the dps on duty. Herein gwf is the best .

    Another interesting point , it seems to me , consists of the rogue / gwf take turns in the post against the boss , for example , when there are archers . Archers tend to be the big problem for cw , but the rogue is capable of causing major damage in the same individual , and move imperceptibly .

    Both gwf as the other classes need to be reeducated . Not exactly worth for a better result , but for maximum enjoyment . Fill the bag always come with a dd 3 cw .
  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited October 2013
    As an aside, here's how I play my sentinel GWF in most dungeons:

    - I move around alot. I constantly rotate my camera to see where the groups DC and CW's are. If a mob gets on them, I will generally rush up and kill the mob quickly, or at least pull them off. If I get the mobs aggro, I can safely attack some other target.

    - I generally use IBS, Restoring Strike and Flourish for encounters. I use them to lay DPS on single-targets as necessary, but I'm not beyond lining up two or three targets and hitting them all with IBS.

    - My at-wills are sure strike and WMS. Many prefer wicked strike, but I like my WMS. I will constantly lay into groups with WMS if I have the chance. If it's a single target, I will use Sure strike and line up enemies behind my target to get more hits in.

    - I use sprint constantly. It makes me immune to slows and immobilizes, and lets me constantly switch targets.

    - I try to always pop my encounter combos before I use unstoppable, and switch to at-wills while unstoppable is active, to allow for the speed attack buff and my encounters to recharge.

    - I don't pop unstoppable unless it's at 100%, barring a near death experience. 100% gives you 50% DR boost for 8 seconds. NOT to be played with.

    - I only sit on the boss if there isn't a CC-immune mob or one of my teammates in danger. I help the TR out on the boss when he's there, or pull the boss in a corner by my lonesome when he's not. But I'm not afraid to let the boss idle while I take care of more pressing matters, like keeping my teammates alive.

    - I have no fear of any bosses attacks. I've yet to be one-shot by anything, including the dragon's fly-by strafing run in the final MC fight.

    - I am a potion abuser. Between restoring strike (and the sentinel capstone), unstoppable (and the instigator feat unstoppable recovery), and potions, I can and do run entire instances without DC support ... or even needing DC support.

    - I happily rely on group debuffs. If my CW tells me a mob is debuffed, that mob is my next target.

    - Probably my most important suggestion for players like me: I don't focus on one mob till it's dead. I don't have time for that. Usually, CW AOE, or my AOE, or some other circumstance will finish a very weakened mob. I switch targets as necessary.

    - I'm not beyond switching class features or my mindset if the situation changes. The other day we almost had a wipe on the end boss in spellplague, very early in the fight, due to a miscalculation by the GF (happens to everyone time to time). I switched Daring Shout, Roar and Come and Get it, and did a two-fer with the TR for the majority of the boss battle, kiting mobs and pushing a few off.

    - I'm not the ideal guy to put on the boss for speed, but if it's just me and someone other than a TR, put me on the boss and let me whittle him down. It'll take forever, but as long as the other player keeps kiting, I can play with the boss all day and he can't kill me.

    - I have solo'd fardelver. I have two-fer'd Dwarf King, Frozen Heart (multiple times in PUGs), Karundax and Spell. Much of this is communication and keeping each other informed of what's happening.

    My class may not be ideal, per se, but it is reliable in the right hands.
    "Every adventurer has two things in common: they don't like dying, and they love getting paid. The rest is just semantics." Brecken, famed mercenary of Baldur's Gate

    "D*mn wizards," said Morik the Rogue.

    Learn what a GWF and GF really are: The History of Fighters
  • gpassuccgpassucc Member Posts: 22 Arc User
    edited October 2013
    Wow really awesome replies! Thanks so much for taking the time to do so. I think I have a much better feel for what the GWF is capable of and will pass along this info to my guild. I want people to play whatever class and spec they find fun and making groups work together with diverse builds and making it work. Helps a lot to know more about all the classes. Appreciate the responses once again =)
  • vortix44vortix44 Member Posts: 680 Bounty Hunter
    edited October 2013
    gpassucc wrote: »
    how GWFs fit into a dungeon group

    It does not.
    English is not my first language.
  • nonameidknonameidk Member Posts: 0 Arc User
    edited October 2013
    vortix44 wrote: »
    It does not.

    Nor you fit in this forums.
    When in doubt, just hold on. A new day will rise :)
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited October 2013
    vortix44 wrote: »
    gpassucc wrote: »
    how GWFs fit into a dungeon group
    It does not.
    The following is my advice in reference to if you should listen to the words of 'vortix44', who doesn't seem to know that I have the 'Troll Slayer' title in Neverwinter...

    Dont+feed+the+troll+_2651216ed9ea33bf86fd6c101735ed20.gif
    va8Ru.gif
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