You are severely misinformed. Eliminating multiple sources of CC between multiple CWs is more of a severe balance, not a nerf. Also, why are you bringing up 'skill'? Using multiple CWs in a group is not skill, it's basically abusing mechanics to perma-CC so nothing hits you. If anything, my changes would demand more skill…
For savage advance maybe, it's benefit to slam is pretty decent. End game GWFs can easily get 5-6k power, and a decent GWF can have slam up almost 100% of the time.. free 25% of 5-6k power? awesomeness!
Negation. Soulforged is kinda doo-doo pve-wise, as most things that hit you... kill you way above the 25% range for soulforge to actually proc. Negation on the other hand, gives you a guaranteed buff from time to time.
getting 24% jut from stat, yes this is the case... however, like i said, u don't need 24% from the stat, since your constitution adds to your Armpen. 15 con = 5% arp, 16 con = 6% arp, and so on. Depending on how much constitution you have, you may only need to reach about 1.7k armpen stat. P.s. even after reaching Armpen…
1) totally neglect what the poster above me said. AP generation among encounters is essentially all the same across the board, except on 2 abilities; IBS and roar. IBS can fill your entire action point bubble, if you kill a few enemies with it. It's base AP generation is the same as anything else though, so make sure u get…
You want to socket Armpen. armpen is the highest damage increasing stat, until you reach about 24%. If you've ever played wow, and played a fury warrior in WOTLK, it's similar to how they played. Essentially, fury warriors NEEDED 100% arp, if they didn't, they basically gimped themselves. GWFs, are essentially the same…
Fine, here's your information. Quote from you: "I would recommend allowing the trees to speak for class duplication and a master clone than a jack of all trades hybrid. Meaning the Destroyer build comes close to Rogue dps, but where it comes up short is able to take more damage or control in a pinch. Instigator build is…
Although I agree that removing the damage reduction per mod hit should be implemented (who thought of this anyways... so dumb), I do NOT feel the hit cap should be removed, that so many inexperienced GWFs complain about. If GWFs had the ability to hit every mob on the screen with their at-wills, rogues would become useless…
Animation cancelling should be fixed/removed from the game.. It's not intended, it's a bug that only makes the GWF have to work 3x harder then any other class just to dps, to be on-par with other classes. On topic: the only thing the GWF needs is a major buff to at-wills. Encounters are fine, however, it doesn't quite make…
We don't need more "single target damage", that's what TRs are for. GWFs need an over-all buff to at-wills across the board, single target, AND AoE (not to mention reaping strike needs a complete overhaul buff, it's so doo-doo). Currently, we have the lowest hitting at-wills while having the strongest weapon damage…
It's useless. No question about it. It's buff needs to be slightly reduced, and changed to powers used not encounters... as it stands it's more frustrating than beneficial keeping it up, unless you use punishing charge.. which is quite honestly a waste of an encounter slot in pve.
in his suggestion we wouldn't lose dps; he's suggesting just to take the 30% damage buff from WMS and add it on to every at-wills current damage, meaning the damage output will be the exact same. To be honest, I second this idea.. being pigeon holed into using WMS/"x" is kind of lazy development and bad class design.
Don't use steadfast determination; it's next to useless. As for your 2nd passive next to weapon master, steel blitz and destroyer are both viable and good choices... it's literally up to you and which 1 you find more appealing. Little note: Once you get BIS, or near BIS gear and manage to afford rank 7+ runes across the…
Running with GWFs is viable, no one is disagreeing with that, however, it's not optimal. Your group last night would have been more efficient, faster, and over-all better quality running 2dc/2cw/tr 2dc/2cw/tr dc/2cw/tr/gf, and so on. Like i said, using a GWF is viable, but you gimp your self bringing one as they really…
K so this advice is going to be purely for PvE purposes. 1) don't use bravery. I dunno why you're using it if you're trying to do damage. Either use destroyer, or steel blitz, which ever u prefer (along side weapon master). 2) Your encounter rotation also sucks *** for dungeons. Take down is purely a pvp encounter, NEVER…
Do you people even read previous posts? I've already said, it has nothing to do with trash clearing, skipping/exploiting content, it ALL has to do with the dungeon design. GWFs are great for dungeons like karrundax, where there are tons of adds, little to no edges, and final boss actually has a purpose for the GWF (tons of…
What are you talking about? The set is complete garbage. Avatar's is the only end game set that relies on encounter usage, and is actually difficult to maintain. Look at rogues and GFs for examples... rogues is when using powers, and GFs is when taking damage... so friggen easy.
actually, from a dps standpoint, more GWFs are using instigator over destroyer. 90% of damage comes from at-wills with instigator's wicked-strike buff, it's hands down superior (destroyer is still viable, instigator just produces more damage due to reaping strike sucking complete HAMSTER for the poor destroyers)
Are you blind or something? 1) knocking adds off edges during the last boss in spellplague and draco IS NOT an exploit, it's how the fight is intended to be done. The fight is INTENDED to be anti-GWF (on that note, so is knocking off trash off of ANY edge during dungeons, it's intended in the game design). The game…
Only idiots are crying over over-all damage. Good GWFs are crying over the role, or utility a GWF brings to the dungeon. I play a GWF, I'm 9/10 #1 on the damage charts (mind you I'm BIS across the board), but yet, my guild mates still are hesitant to bring me to castle never. Why? Its not the damage GWFs do, that's fine…