The Need for a War

Xiaxhou of Trinity

Xiaxhou of Trinity

Krytan Explorer

Join Date: Dec 2005

CA

Scythes of Chaos [SoC], [PNOY] alliance guild forums: http://socguild.cjb.net

E/

In the higher levels of PvE, warriors do paper damage to monsters and creatures; with the new ai, there isn't any "tanking" to be done by a war, aggro is usually spread out now. So what can a warrior do now? A dervish has self heals and a larger energy pool to cast heals and such, and the sin, although wearing nothing but paper for armor, can still perform effectively by loading conditions on a target and running away so that monks can heal him. PvP of course is a different story. But unless you're farming, what can a warrior do?

kratic

kratic

Lion's Arch Merchant

Join Date: Apr 2005

Florida

Sole Asylum [SA]

Mo/

warriors can still hold agro but not nearly as well as they used to. I say they add a Taunt or something to gain agro off the other players let it be one target or an aoe taunt. Just something to make a tank a usefull tank.

The Ernada

Jungle Guide

Join Date: Nov 2006

Dude. I thought this was about wars. Not warriors. Abbreviations suck.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Coming from Everquest 2, I was completely shocked that Warriors had no taunt! I really was so used to having some kind of aggro control skill in other MMORPGs, I was boggled as to how Anet expected Warriors to tank throughout Guild Wars evolution.

I don't play a warrior, but I can see that an aggro control skill of some type, in the tactics line, would be very proper for the role a warrior usually plays.

Give em a taunt.

Gigashadow

Gigashadow

Jungle Guide

Join Date: Aug 2005

Bellevue, WA

W/

Taunt is really not a very fun game mechanic, I don't miss it.

Mr_T_bot

Mr_T_bot

Banned

Join Date: Apr 2006

Warriors could use an aggro shout. It is nearly possible to get aggro properly. I've tried it, it's absurd. Maybe just expanding the range of "None Shall Pass!" would suffice because I think aggro target should cycle while they are knocked down.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

aggro control in this game involves cooperation of the WHOLE party.

Not just the tank, but the healers and damage dealers need to know where to go so that the tank gets the actual aggro and absorb all the damage.

Mylon

Frost Gate Guardian

Join Date: Jul 2006

Taunt is a stupid game mechanic which serves the sole purpose of making the enemies stupid as well. It's a skill designed entirely to make an enemy attack the _worst_ possible target. That it has become a common staple in many MMOs only goes to show how they cater to the lowest common denominator.

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

Warriors do paper damage? Hmm.

I don't know what to say. I consider Devona to be the best henchman because she seems to do the highest damage out of any of them, and she also survives the best, using only Healing Signet and her warrior armour.

I'm glad Anet put an end to this tanking nonsense, now warriors can go out there and slay some dragons, rather than stand there letting a dragon try to kill them while an elementalist does average damage using over 100 energy and filling half his bar with exhaustion.

Agyar

Agyar

Frost Gate Guardian

Join Date: Jul 2006

AUSSIE TROLLING CREW - CAPSLOCK CONSULTANT

[Dong]

Mo/

GW's system of aggro/hate is a bit strange after coming from WoW (which, I believe, has a system similar to that of EQ).

People seem to survive though, most of the time anyway.

Angel Netherborn

Angel Netherborn

Krytan Explorer

Join Date: Jun 2006

Lower Ward, Sigil

Goda Vos

Rant: the topic title is really very badly named...

Anyway, as for warriors having a difficult time tanking, well that's a good thing isn't it? I think I prefer having to keep an eye out for attackers and running or positioning more effectively. As opposed to standing there and cast spells while watching the mob try to take down the tank.

bluechestdude

bluechestdude

Banned

Join Date: Oct 2006

Me/Mo

yeh i played wow for a few weeks and the aggro system was way different to gw..i mean "threat" levels..but agreed gw should at least make an agro for a warrior or derv prof...some missions are just impossible because all the mobs attack ur monks and kill them and they drop the wars soon after..

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by bluechestdude
some missions are just impossible because all the mobs attack ur monks and kill them and they drop the wars soon after..
Not if you play with good players. The problem isn't aggro how it currently is, the problem is how the aggro used to be. It made people complacent because everything would attack the warrior and they were rarely in danger. Hardly anybody in PvE kites, and the monks use awful builds that run out of energy very fast, and can't keep anyone except someone with high AL alive (aka cast Healing Breeze on the tank).

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

I agree, Warriors should have some sort of shout that causes aggro targeting eamples:

"Face me Corwards!": 5 adrenaline, for 10 seconds all enemies within ear shot attacks the target and gain 25%.....5% IAS. (Strength)

"I am your opponent!" 5 energy, for 20 seconds target enemy within earshot attacks the target and become Dazed for 1...5 seconds. (Tactics)

Edit: the only problem is that these aggro fixing skills would be that they are hard to adjust for PvP since it would likely be buggy or have limited use in PvP at all, which i suppose is one of the reason it has not been implemented thus far.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Stop running pure tank warriors, put attack skills on the bar along with some defensive shouts, and act as a warrior should - damage soak by running in first, defence buff from shouts, and high damage output to critical targets.

A warrior in PvE should be able to tank, but doesn't necessarily need to be a tank.

lg5000

lg5000

Jungle Guide

Join Date: Jul 2005

Australia

To the subject mentioned:

No, I don't think there is a need for War. I'm quite happy that we're not threatened by war in this country.. and oh... that's not what we were talking about... my mistake.

Lyphen

Lyphen

Lion's Arch Merchant

Join Date: May 2006

I've been running through Tyria with my brother, a warrior, and I haven't found many problems. He'll normaly run in first and positions the enemies around himself while he Triple Chop/Cyclone Axes them. A few times, a stray will make it back to us, but it isn't often.

Tanking in this game is mostly body-blocking, so I don't see how else to fix it other than learning to anticipate enemy movement.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by Lyphen
I've been running through Tyria with my brother, a warrior, and I haven't found many problems. He'll normaly run in first and positions the enemies around himself while he Triple Chop/Cyclone Axes them. A few times, a stray will make it back to us, but it isn't often.

Tanking in this game is mostly body-blocking, so I don't see how else to fix it other than learning to anticipate enemy movement.
/cookie4U

This is why good warriors are hard to find. You don't just stand there and wait for mobs to come after you.

Engage them, predict their movement, position yourself, attack them, use shouts, KDs, even wards. Use terrain to your advantage.

But no matter what tank does, if you have moronic team, where casters are pulling, no ammount of tanking will help.

That said, there is need for good tanks in higher-end areas. There's lots of need. BUt unfortunately, the rest of the game is so easy there's no need for warriors to learn any of that.

And so, you get upset tanks that think endure pain is all they need to tank in DoA.

Russell.Crowe

Lion's Arch Merchant

Join Date: Aug 2005

ahahhaha, sorry but this topic is ridiculous, and to add on to what Avarre said:

any GOOD warrior can hold aggro just as effective as always (stay out of the damn warriors aggro circle until he has the aggro held, simple tactic and has always worked)... and as for the "paper" damage, have you ever played a decent warrior bar? Warriors do large single target damage which is extremely helpful when killing a group of enemies since a preferred target (i.e. a monk) will drop extremely quick with the warrior banging on it and the nukers bombing it. Plus, warriors have defensive shouts that aid the party tremendously (do you have any idea what a decent "Watch Yourself" does to a 60 armor character? How about what shields up does against areas with loads of rangers/assassins?). The fact is some sort of warrior is needed for most decent groups.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Quote:
Originally Posted by Thallandor
I agree, Warriors should have some sort of shout that causes aggro targeting eamples:

"Face me Corwards!": 5 adrenaline, for 10 seconds all enemies within ear shot attacks the target and gain 25%.....5% IAS. (Strength)

"I am your opponent!" 5 energy, for 20 seconds target enemy within earshot attacks the target and become Dazed for 5...0 seconds. (Tactics)

Edit: the only problem is that these aggro fixing skills would be that they are hard to adjust for PvP since it would likely be buggy or have limited use in PvP at all, which i suppose is one of the reason it has not been implemented thus far.
Nah. The whole point is that there aren't supposed to be skills that are only usable for PvE (well, maybe Sunspear Rebirth Signet and the Lightbringer skills, but they're deliberately unbalanced). Now, how much fun would it be in PvP to be forced to attack a given target because they have a Taunt skill?

Enticements work, however - for instance, you could have shouts that grant enemies penalties if they don't attack the shouter, and possibly benefits if they do (penalties and benefits that the AI might take into account when choosing targets) - which would be something that could conceivably work in PvP - most PvP players will probably know that giving in is to their detriment, and if balanced properly if could be enough of a lose-lose situation to present an interesting dilemma.

Ulivious The Reaper

Ulivious The Reaper

Desert Nomad

Join Date: Jan 2006

The Shadowed Assassins

W/Mo

warriors are agro and damage, they attack whats in front of them, and to the sides, and saying warriors do paper damage? you're crazy... 4 attacks 1 tank skill 1 healing 1 rez 1 optional is what i bring everytime... hell one of my builds has 5 attacks 1 stance 1 healing and one rez and i do just fine holding/keeping agro

when it comes down to it, it's up to the skill of the individual playing the warrior, not the skills or agro problems"

Chicken Ftw

Chicken Ftw

Wilds Pathfinder

Join Date: May 2006

Meh, haven't even needed to use defensive shouts. Good monks with decent builds as backup ftw. Usually run a bar with six attack skills, res, and an IAS stance, with 16 weapon mastery. Often drop res for seventh attack skill/utility skill. Damage does drop a little in RoT and other endgame areas, but eh. Still deal larger DPS to a single target than other members, while maintaining survivability. It's just much more fun (imo) to play a purely offensive warrior.

Phaern Majes

Phaern Majes

Desert Nomad

Join Date: Sep 2005

Anywhere but up

The Panserbjorne [ROAR]

R/Mo

Quote:
Originally Posted by Xiaxhou of Trinity
the sin, although wearing nothing but paper for armor,?
70 AR = same as Ranger = same as Dervish and with insignias, you can make it as good as warriors... so using your description rangers and dervs have paper armor too. The only reason wars are better is they have defensive stances and damage reduction runes/insignias for tanking, rangers are "ranged" so don't have to absorb the damage output of a melee char, and dervs as you said have decent self heals. But please its bad enough people are prejudice against sins, at least be prejudice based on something true and not, "paper thin armor" bs, as 70 AR is the 2nd best in the game. God that bugs me.... /rant

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Phaern Majes
The only reason wars are better is they have defensive stances and damage reduction runes/insignias for tanking, rangers are "ranged" so don't have to absorb the damage output of a melee char, and dervs as you said have decent self heals.
You forgot one of the best defensive tools - the shield.

Quote:
Originally Posted by Lyphen
I've been running through Tyria with my brother, a warrior, and I haven't found many problems. He'll normaly run in first and positions the enemies around himself while he Triple Chop/Cyclone Axes them. A few times, a stray will make it back to us, but it isn't often.

Tanking in this game is mostly body-blocking, so I don't see how else to fix it other than learning to anticipate enemy movement.
This is pretty much how I play when I go good ol Warrior. I carry Flail and Charging Strike, along with some attack skills and rez. Basically, I run ahead of my group with Charging Strike, heading straight for the monk (or Ele, depending on the situation), and within a few hits I have enough adrenaline to engage Flail and rip through the rest of the group. This initial rush into battle causes most, if not all of the group to aggro me.

When I'm a caster or ranged, I run to the other side of the tank when I start to aggro. This usually shakes them onto the tank.

When I first started playing GW, I would've agreed with you on this. Now that I understand that there are ways to control the aggro through tactics (and not the attribute), well I'd much rather do it that way than waste a couple of skill slots that do the same.

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

Quote:
Originally Posted by draxynnic
Nah. The whole point is that there aren't supposed to be skills that are only usable for PvE (well, maybe Sunspear Rebirth Signet and the Lightbringer skills, but they're deliberately unbalanced). Now, how much fun would it be in PvP to be forced to attack a given target because they have a Taunt skill?

Enticements work, however - for instance, you could have shouts that grant enemies penalties if they don't attack the shouter, and possibly benefits if they do (penalties and benefits that the AI might take into account when choosing targets) - which would be something that could conceivably work in PvP - most PvP players will probably know that giving in is to their detriment, and if balanced properly if could be enough of a lose-lose situation to present an interesting dilemma.
Yes i agree, specific class skills affecting only the PvE wont see the light of day at all, taking into account of both PvE/PvP environment.

However Enticements are indeed an interesting proposition that may work both in PvE and PvP that places a dilemma for the opposing team if they want to attack the shouter and remove the detrimental conditions of the shout, or ignore the shouter and continue with the detrimental conditions which would make for an interesting change in the metagame of both PvE and PvP but could pose some problems for balancing due to its overpowering effects, and hence its range of effect should be limited to perhaps earshot.

In short: shouts/skills that causes detrimental effects to the opposition if ignored which would otherwise be removed by attacking/killing the shouter.

Current similar in concept examples:

Backfire (spellcasting punishment), Empthay (attacking punishment), Spiteful Spirit (Attacking punishment)

hence enticement concepts would ideally work in the same format where it punishes those affected by the shout/skill in one way or another but those punishments can be easily removed if those affected will attack/kill the source of the shout/skill user. Hence it works as a form of encouragement to attack a specific target instead of other in the party ie aggro control in both PvE and PvP as well.

Feurin Longcastle

Feurin Longcastle

Academy Page

Join Date: Oct 2006

Quote:
Originally Posted by Avarre
Stop running pure tank warriors, put attack skills on the bar along with some defensive shouts, and act as a warrior should - damage soak by running in first, defence buff from shouts, and high damage output to critical targets.

A warrior in PvE should be able to tank, but doesn't necessarily need to be a tank.
It was precisely that kind of thinking that gave birth to Leeroy Jenkins.

Ulivious The Reaper

Ulivious The Reaper

Desert Nomad

Join Date: Jan 2006

The Shadowed Assassins

W/Mo

Quote:
Originally Posted by Feurin Longcastle
It was precisely that kind of thinking that gave birth to Leeroy Jenkins.
lol i think avarre ment "Kiting" not leeroying

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Feurin Longcastle
It was precisely that kind of thinking that gave birth to Leeroy Jenkins.
Nah, not really. Leeroy Jenkins represents the act of not coordinating with your team (making sure everyone's ready/healed up/energy regen'd), not paying attention to your surroundings (making sure to aggro only one group by watching patrols, etc.), and then running in as you pretend to be Balthazar incarnate.

If you play your cards right, then running straight into the middle of a group, making sure to aggro the entire group (no more and no less), plays into the definition of tank. The best defense is a great offence.

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

I still find it amazing that over 1.5 years into the game and people think Warriors as tanks still work.

Hell Marauder

Krytan Explorer

Join Date: May 2005

Quote:
Originally Posted by Sekkira
I still find it amazing that over 1.5 years into the game and people think Warriors as tanks still work.
Indeed, warriors in GW are defined by their high AL armors, even though they aren't targeted exactly because of such high AL. I've always felt GW should adapt a more flexible system, in which anyone can wear any armor but with one catch: higher AL, less magic penetration and hence less healing from monks. Right now, fighters that don't need high AL wear them, while casters who need high AL can't have them. Back to the thread topic, maybe we do need a "war" with rigid formations so warriors can form a frontline that can justify their wearing heavy armors.

Quid Pro Quo

Quid Pro Quo

Wilds Pathfinder

Join Date: Jul 2005

Would be kind of neat if everytime they used adreneline they could increase the chance that enemies would focus on them.

This wouldn't be a full taunt but it would help them pull as much agro as they used to be able to.

Hand of Ruin

Banned

Join Date: Jul 2006

Warriors have very good DPS, and with cheap conditions like deep-wound and bleeding, they can lower a target's health significantly pretty quickly.

Warriors can't hold aggro permanently, but they can run ahead first, and absorb the brunt of the enemies force, and give the rest of the team time to cast their spells, which is usually what will then draw aggro away from them.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Feurin Longcastle
It was precisely that kind of thinking that gave birth to Leeroy Jenkins.
...

Whether running a defensive tank or an offensive warrior, the W in PvE still tends to have to best armor and is thus best suited to running in first. By presenting him as the only target, the first wave of offensive spells will be expended on the target with the heaviest armor, which can also be preprotted.

While the warrior moves directly for the primary target, the casters on your team should be kiting the melee spillover that went for your casters from the mob. The first solid wave of damage should be tanked by the warrior, and should not be able to destabilize your team as your offence should completely neutralize their's before this point. Meanwhile, your defences only have to put up with buffering the first damage wave to the warrior and subsequent damage from the mobs that came past your warrior.

Nexus Icon

Nexus Icon

Wilds Pathfinder

Join Date: Aug 2005

Natis Ignigena

Me/

Quote:
Originally Posted by arcanemacabre
This is pretty much how I play when I go good ol Warrior. I carry Flail and Charging Strike, along with some attack skills and rez. Basically, I run ahead of my group with Charging Strike, heading straight for the monk (or Ele, depending on the situation), and within a few hits I have enough adrenaline to engage Flail and rip through the rest of the group. This initial rush into battle causes most, if not all of the group to aggro me.
Tip: try Enraging Charge instead.
Your first hit after the charge should generate enough adrenaline to activate Flail immediately

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Nexus Icon
Tip: try Enraging Charge instead.
Your first hit after the charge should generate enough adrenaline to activate Flail immediately
Ya know, I was actually going to try that. I had just capped Charging Strike a few days ago and have been using it religiously since (trying to get my Warrior through NF ATM). When I noticed Enraging Charge, I considered it, and it might work better, freeing up my elite and all.

I agree with Avarre 100%.

I think having a caster as a first character gives one a great insight in how to deal with aggro. Oh yeah, and I don't use a bow for pulling, aggro bubble-touch FTW.

Dark Divinor

Dark Divinor

Ascalonian Squire

Join Date: May 2006

England, Stoke on Trent.

New Dragons[NDR]

W/

My W was my first character, and it's my favourite. There's a lot more to being a W than going around smacking stuff until it breaks. Agrroing is the most common, being able to pull a group to you get them to surround you, and maintaining that is quite hard. If you want to do it properly.

Oh Arcane, trying to use a Long/Stormbow for pulling - it helps!

seut

seut

Wilds Pathfinder

Join Date: Jun 2005

Europa

Quote:
Originally Posted by draxynnic
Nah. The whole point is that there aren't supposed to be skills that are only usable for PvE (well, maybe Sunspear Rebirth Signet and the Lightbringer skills, but they're deliberately unbalanced).
*cough*
http://gw.gamewikis.org/wiki/Otyugh%27s_Cry

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by seut
Ahh but that skill will work in PvP, albeit a very bad skill. It will give your own pet +20 armor, if memory serves.

EDIT: Yeah, your pet and all other allied pets in the area.

seut

seut

Wilds Pathfinder

Join Date: Jun 2005

Europa

oh...
*points to the sky* look a flying Gwen!
*runs away and hides in shame*


back on topic:
Something taunt-like could be implemented similar to Amity.
hex/shout: for x seconds or for y attacks nearby foes can attack only you.

RTSFirebat

RTSFirebat

The Humanoid Typhoon

Join Date: May 2005

UK

Servants of Fortuna [SoF]

R/

Warrior - Tactics Skill

Name: Bring it On!

Desciption: Skill. Target foe and foes adjacent to your target become aggrod to you for the next for 10...30 seconds. You lose all Adrenaline but you gain x2 Adrenaline for the next 1...8 seconds.

How about something like that?