Jul 16, 2006, 11:39 AM // 11:39
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#41
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Banned
Join Date: Nov 2005
Location: Europe
Guild: Guardians Of Eternal Sands [GoeS]
Profession: W/
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So because hammer warriors are good vs monks that's enough to say don't buff?
Monks should not even survive axe/sword warrior attacks over time but that's another topic.
Make hammer warriors need less adrenaline for their skills and I'm glad.
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Jul 16, 2006, 11:58 AM // 11:58
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#42
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Cybah
So because hammer warriors are good vs monks that's enough to say don't buff?
Monks should not even survive axe/sword warrior attacks over time but that's another topic.
Make hammer warriors need less adrenaline for their skills and I'm glad.
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Hammer Warriors are fine. I would write out a long and detailed response to your request that they 'need a buff', but I really don't feel that I should need to.
Observe the play-off games, and see how top many guilds think Hammer Warriors are just fine. That is quite honestly all that needs to be said on the issue.
As much as this is a thread about PvE, PvP balance must be observed.
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Jul 16, 2006, 11:59 AM // 11:59
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#43
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by Cybah
So because hammer warriors are good vs monks that's enough to say don't buff?
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Yup, exactly. Although I'd say they are more than just "good".
Maybe the reason the hammers were designed as is, is because the devs realized that knockdowns are extremely powerful with hammers as is, and to make them even powerful would unbalance the game in favor of hammers.
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Jul 16, 2006, 12:34 PM // 12:34
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#44
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Krytan Explorer
Join Date: Dec 2005
Location: The netherlands > friesland > balk
Guild: [JAMM] Justified Ancients of Moo Moo
Profession: E/Me
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I'm an pve hammer warrior, and i love to play as one.
Backbreaking a boss monk is just..... Fantastic.... but the slow adrenaline build does make zealous mods ... BAD.. The skills are good, but some are a bit strange...
Let's do an comparison:
Executioner's Strike == If this attack hits, you strike for +10...34 damage.
8 adrenaline
Mighty Blow == If this attack hits, you strike for +1...24 damage.
7 adrenaline
Galrath Slash == This attack strikes for +1...32 damage if it hits.
8 adrenaline
The sword and axe skills may take 1 more adrenaline to work, BUT the weapons attack faster, so they can use it more often than hammer warriors.
They also get an higher attack value than the hammer version.....
Explain that
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Jul 16, 2006, 12:52 PM // 12:52
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#45
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Forge Runner
Join Date: Jun 2005
Profession: W/
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well, i've been playing hammer warrior for ages, and i realy don't see any need in buffing them.
if you up the damage on a hammer you're looking at an insane dmg number on crit hits for warriors using 16 hammer, not to mention bunny thumpers become even more devastating.
I still kill stuff, hell, i can solo a monk in a split if he doesn't have backup healing, and after that the rest just dies horribly aswell, so i don't see any need in a buff
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Jul 16, 2006, 02:05 PM // 14:05
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#46
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Banned
Join Date: Nov 2005
Location: Europe
Guild: Guardians Of Eternal Sands [GoeS]
Profession: W/
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omg if you wanna counter monk play mesmer. hammer warriors were not supposed to be monk counter. sure they are, but you can't play anything else with them.
@exiled mat: right. there are some useful knockdown skills, but all other skills are crap. and the non elite hammer skill with knockdown makes you lose all adrenaline. you can't deal any damage after knockdown.
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Jul 16, 2006, 02:13 PM // 14:13
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#47
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Cybah
@exiled mat: right. there are some useful knockdown skills, but all other skills are crap. and the non elite hammer skill with knockdown makes you lose all adrenaline. you can't deal any damage after knockdown.
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Wild Blow = Great for Hammers
Irresistable Blow = Also good
Both are good follow ups after you lose your adrenaline thanks to hammer bash.
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Jul 16, 2006, 02:39 PM // 14:39
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#48
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Banned
Join Date: Nov 2005
Location: Europe
Guild: Guardians Of Eternal Sands [GoeS]
Profession: W/
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if you still got enough energy.... yes. axe/sword warriors have no need to use energy skills for damage and we all know: zealous mod for hammer sucks.
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Jul 16, 2006, 03:00 PM // 15:00
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#49
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Cybah
if you still got enough energy.... yes. axe/sword warriors have no need to use energy skills for damage and we all know: zealous mod for hammer sucks.
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considering most of the hammer attacks are adrenaline based, how can you run out of energy.
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Jul 16, 2006, 07:30 PM // 19:30
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#50
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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If you think hammers need a nerf, stop playing this game. They are already overpowered as it is. Thumpers are even worse.
Oh and when people are asking for a nerf/buff, don't mention why that skill/build is good in pve. With all respect, nobody cares whether pve needs a buff or nerf. GW is a pvp game, at least it used to be back when gimmick builds didn't exist. I miss those days.
Last edited by shardfenix; Jul 16, 2006 at 07:32 PM // 19:32..
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Jul 16, 2006, 08:58 PM // 20:58
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#51
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Been a hammer warrior for a long time now.
For PvP, hammers are fine the way they are.
I would like to see just a little higher defense mod for hammers in PvE. As someone, said maybe a + 10 armor mod.
Hammers do a lot of damage and the KDs are a lot of fun. In PvE, I usually run To the Limit for quick adrenaline gain (5 strikes of adrenaline w 11 Tactics), EarthShaker charged before you know it, BAM all adjacent foes on the ground, crude swing (if no ranged attacks are targeting me) will then get me 4-5 strikes of adrenaline if I'm in the middle of a large mob, turn on an IAS like tiger's stance, Earthshaker charged again, BAM Use To the Limit when it is recharged, and you'll be doing about 5 AoE knockdowns in 20-25 secs. A furious mod will help too. Aftershock is also nice to have.
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Jul 16, 2006, 09:08 PM // 21:08
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#52
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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Quote:
Originally Posted by lyra_song
considering most of the hammer attacks are adrenaline based, how can you run out of energy.
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The deep wound is energy-based, and so is Irresistible Blow. If you run junk like Renewing Smash and Dwarven Battle Stance* those are energy-based as well. Hammers use more energy than swords or axes on a pure warrior.
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Jul 16, 2006, 09:13 PM // 21:13
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#53
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Seef II
The deep wound is energy-based, and so is Irresistible Blow. If you run junk like Renewing Smash and Dwarven Battle Stance* those are energy-based as well. Hammers use more energy than swords or axes on a pure warrior.
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If you run DBS, then you wouldnt need to KD since youd be disrupting very often
DBS, then when DBS ends, hammer bash, provided you dont miss/ get blocked/evaded,
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Aug 10, 2006, 06:11 PM // 18:11
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#54
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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yes they diffenitly need a buff i would just like to see some low end pure dmg skills (low adrenaline) like the other weapons
they need more attacks that dont revolve around knockdown or weakness considering the only adrenaline option for this atm is mighty blow which even then adds less dmg than a galrath slash
yes they need a buff but the only trouble is they are still great for PvP so if you make them acceptabley good for PvE they will be monsters in PvP
~A Leprechaun~
Last edited by A Leprechaun; Aug 10, 2006 at 06:16 PM // 18:16..
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