(edited by Swagg.9236)
Broadening Class Mechanics: Warrior
No thanks. I agree that the Adrenaline isn’t the most active/fun class mechanic. With the right traits/weapon choices it is more useful to hoard adrenaline. But the opposite is also true. Hammer uses burst constantly, axe is arguably also good, and I do believe sword condition specs use burst regularly.
However, making an out of combat weapon swap because you need range or something is not the class mechanic I would want personally. They just need to encourage specs to use burst more often. And really, this comes down to the greatsword spec mostly since it’s burst is crap, so you pick traits that benefit from hoarding adrenaline. This isn’t really a class wide problem so much as a greatsword problem.
Axe/Axe and you will fill the adrenaline bars faster than you can spend them (even if you improve the cooldown). It is also the highest damage adrenaline skill we have access to (oddly single target when most axe skills are aoe).
How about we don’t do this. As right now most greatsword users run with a second melee weapon (which is POINTLESS) and get shafted in ranged fights…which is as it should be. If you fail to slot a ranged weapon for increased flexibility than that is your problem.
The thing warriors should get is an automatic faster switching without need for traits.
Why not just:
- Have Adrenaline give Passive effects without needing to Trait (Increased Damage, Passive Health Regen, Increased Crit Chance)
- Give us three skills that cost 1 / 2 / 3 bars respectively and have them skills apply additional effects if they meet a condition.
The theory behind this is Adrenaline Attacks become powerful assets when used appropriately and you take the time to set them up, but hinder you if you just spam them.
For example:
Sword:
- Remove Final Thrust from the chain, and add Savage Slash in it’s place. Simply a different naming convention.
F1: 1 Bar – Disciplined Strike: Deals X Damage. If in a Stance, this attack is unblockable.
F2: 2 Bars – Final Thrust: Deals X Damage. If foe is under 50% health this attack deals 25% more damage. If foe is under 50% health and Bleeding, this attack does 50% more damage.
F3: 3 Bars – Flurry: Deals X Damage over 5 seconds and Immobilizes. If foe is Weakened, this attack is Unblockable.
Axe:
F1: 1 Bar – Furious Blow: Deals X Damage. Ignores X% of armour if foe is suffering from x Stacks of Vulnerability.
F2: 2 Bars – Eviscerate: Deals X Damage. As is.
F3: 3 Bars – Executioner’s Strike: Deals X Damage. Guaranteed Critical if foe is Knocked Down and is below 25% health.
Mace:
F1: 1 Bar – Wild Blow: Deals X damage. Also Dazes for 1 second if foe is suffering from Weakness.
F2: 2 Bars – Body Blow: Deals X Damage: Also Immobilizes foes suffering from Weakness.
F3: 3 Bars – Skull Crack: Deals X damage and stuns foes for 3 seconds.
Hammer:
F1: 1 Bar – Crushing Blow: Deals X Damage. Deals +50% damage and applies X stacks of Vulnerability if foe was Knocked Down.
F2: 2 Bars – Earth Shaker: As it is now.
F3: 3 Bars – Irresistible Blow: Deals X Damage. Deals no damage but causes Knockdown if Foe was blocking, and reduces their endurance by 1/4.
Greatsword:
F1: 1 Bar – Arcing Slice: As is.
F2: 2 Bars – Heavy Strikes: Hits twice. If foe is Blocking, the first strike removes block and deals no damage.
F3: 3 Bars – Wild Uppercut: Deals X damage. Causes Blowback if foe is blocking and Suffering from Cripple.
Rifle:
F1: 1 Bar – Kill Shot. As is. Deals 50% more damage to foes under 25% health.
F2: 2 Bars – Penetrating Shot: Deals X Damage. Applies X stacks of Bleeding if foe is suffering from Vulnerability.
F3: 3 Bars – Steady Shot – Deals X Damage. If you are in a stance, this attack is unblockable.
Longbow:
F1: 1 Bar – Combustive Shot. As is.
F2: 2 Bars – Eh. I got nothing.
F3: 3 Bars – “Steady Your Aim!” – Shout. All foes in earshot not suffering from a Condition gain Steady Aim, making their next attack unblockable.
Time is a river.
The door is ajar.