PVP GA/WH Role Discussion - Jack of all trades, master of.....ALL

I was just pointing out that other weapons have things that are Considered busted

Hatchet has death defy which they way I worded it might have sounded to be an over exaderation

One of the big thing of hammer is it’s cc and rend which spear has and the cc on a lesser scale but the CD reductions makes up for it

I have tried to ask why the change was made to g well and I never got a response but I think it was so it would work with gravity passive and that combo is what is making it broken currently.

Although in my last war I really didn’t notice to much of a difference

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Grav well is not a gap closer. It’s a lockdown skill. You have to be already ontop of them to land it or catch someone unaware

This second second part is so untrue. I honestly wish it was only able to land when already ontop but its not. Its a throw and is used to catch up to fleeing enemies all the time. In fairness your actual idea of grav well is what probably should exist. It should be executed as a swing of the axe and be melee range not a throw.

This is true, but irrelevant, as it is much harder to land autos from behind with hatchet and sword, when it should be the other way around.

I think you raise good points re Spear and Hatchet and their potential to be counter-plays to GA/WH but in their current guise they don’t stack up to GA/WH users. At least i’ve not seen it. I’m not sure if they should. I feel like GA/WH should be the de facto CQC-melee vs melee class.

I’ve always thought Spear should be counters to Mage and Hatchet should be counters to Healers.

Shockwave radius is a joke. Half it and maybe it’ll be acceptable.

They gave WH and GA everything you need to chase, lock down, and CC from range. This is why nobody plays melee without at least one of them.

Seriously, the game launched with GA having a 1.4 crit modifier and and a +10% crit damage skill, these devs are on crack.

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Okay, thanks for the explanation. I misread your statements.

I leveled WH and hadn’t used it until recently. Running Laz it’s apparent that multiple WH users can seriously improve one’s experience. It’s not just being vulnerable to Strike damage. In large part it’s the CC. Repeatedly shutting down opponents is a real boon.

LOL

LOL - thanks for contributing.

Seriously, the game launched with GA having a 1.4 crit modifier and and a +10% crit damage skill, these devs are on crack.

I’ve not been around for that long but honestly thought the same when they went to nerf G.well and ending up buffing it!!

I think the problem spear is having with mages is it’s lack of a charge so they just have to run at them best is skewer but I don’t think it staggers so they just keep running

And hatchet has plague but its a throw and plauge doesn’t do that much to some one with blessed x2 and sacred

GA/WH is super strong in team fights but gets beaten by a lot of builds in 1v1s (when equally skilled). Also chasing targets is a struggle because you can’t stick to the target for more than one swing at a time. Closing the gap is easy, but sticking to the target is another story.

Would like to see a nerf to aspects of the GA that makes it op in team fights, but a buff to the lunge to make it slightly better for small scale pvp and chasing targets in general

Yeah shock wave is really good due to it haveing a stagger and a stun

No thanks lunge is toxic.

FS/IG/VG

FS/IG - If the GA/WH misses their G.well then you stand a chance but you will need ice shower to hit to get the kill. Since the nerf to Ice Spike the risk of death is higher. The crit buff to fireball helps a little but the size buff is unnoticeable.

IG/VG - the best counter to GA/WH in the game - as mentioned in my original post. Again, has taken a nerf since Ice Spike took a hit.

Bow/Rapier - Hasn’t the recent bow nerfs made it much less effective?

This is a good point. All goal oriented PVP in the game is team based which plays to the strengths of the GA/WH - and why PVP is based around GA/WH + Healer zerg rushes towards an objective or kill.

Its difficult. As you say closing the gap is easy - should a GA/WH be able to close the gap easily and then melt a long range player? If they can - then don’t they become strong a single target DPS and multiple target DPS? Either reduce the gap closers and CQC point holding is your strength OR remove the multi-target skills and focus on the gap closers and backline/killing squishes.

GA/WH is not a duelist weapon, it can struggle in a lot of dueling scenarios. That’s why these arguments like it loses to XYZ are pointless. The weapon excels against large crowds of people, point control, etc.

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It is not a gap closer. It’s essentially a good whirlwind. Even the .25 second root doesn’t solidify both maelstrom hits and the actual pull range is MUCH smaller than the animation. Technically it’s a gap closer, but if you actually ran GA, you’d find out there is no gap when you use it or else you will miss.

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For someone who is bad. Yes. Good bow users can still kite effectively endlessly. There’s ez kill bow users and the ones that are very hard to catch. Aka the ones that actually know what the fuck they’re doing.

Fire staff does really good damage, combine FS fire dash shit and IG slow and root, if they aren’t bad you CANNOT beat a FS/IG.

There is only one thing that will catch a light Dex/int user and it’s charge or a sneak attack GWell. Meanwhile FS dashes and rapier has 2 along with evade shot. IG insta snares if you place it well. One roll as you see GWell casted and you’re untouched. The animation is slow and easily predicted.

Nothing on WH will help you catch them. You say Path of Destiny but the stagger is so small that it’s more of a AOE heal ability due to perks. Nothing else in the WH closes a gap. Reap is the best gap closer in the entire kit and it’s desync’d to fuck and they don’t even pull all the way to you half the time.

Don’t get me wrong, I’m not saying they aren’t strong but you’re description of why they are strong is absolutely incorrect.

I sense you are at least trying to understand.

Path of destiny is not a gap closer unless you are running along with others. The animnationfor the skill stops the ga user for longer than the stagger sows the target down… so you actually call further behind. If you are running with others, throat can keeep trying to snag that annoying fire staff runner.

Maelstrom sounds great and probably looks amazing. I would encourage you to try it… it hits for shit if anyone is moving. I even see people lay down to avoid it in front of me since it is shaped like a Tornado.

Shockwave is no gap closer anim takes too long.

Charge can be, but if they see it coming they will ice shower you. Then you will be rubber banded to help and back. The issue is I almost never use it to close, but instead save it to run away.

Grav well is ok, but in general people will use flèche, charge, that fire staff run skill to get out of it… but if followed up with more gravs or cc it is effective.

Ga is good for aoe in wars when people have to be on the point… other than that ga is not that effective at chasing people down.

The main issue is when they removed the lunge on light attacks… you used to be able to stay on someone with blood lust and keep hitting them till they used a skill to run away… now as it is even with blood lust someone just running away can’t be hit… you stop to make the attack and witth the lag you miss, even if on your screen you are literally on their back.

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i like that literally all the replies are petty semantics which blithely ignore the point you’re making…