Adrenaline should act more like a resource bar for other weapon skills. One that values up to 100, gains 2 adrenaline per second, and is increased with your adrenaline generator attacks. Your key 1 ability should be an adrenaline generator, and your other weapon abilities should cost adrenaline, and have a minimum cd. Some utility skills could also add adrenaline, such as shouts, banners, and charge.
Left Bar Skills should be arranged on weapons as such:
1-adrenaline builder/auto-attack-like move, that does x amount of damage
2-[single burst, smaller aoe burst, or condition damage] move (depends on weapon) that does ~1.5x damage to it’s targets.
3-[gap closer, CC, projectile, or condition] move, that could vary from throwing a weapon + crippling, to charging at the target. Does x damage, and has a cd (as charge spam would be lame) Maybe generate adrenaline on a successful hit.
4- [AoE, CC, condition, or boon] move, that hit targets doing ~3/4x damage.
5- [varying effects]“Ultimate” move that does ~2x damage overall, and can have a cc effect, aoe effect, etc varying greatly on the weapon. This move should cost more adrenaline than the others and maybe have a cd
Example of axe skills:
Ability 1: Auto attacks with both weapons gaining adrenaline on hit. (less adrenaline gain if wielding shield, but shield enables adrenaline gain from damage taken)
Ability 2: Hack and Slash – strikes the target, and can be used in a combo of 4 strikes for additional damage. The move does not have a cool down.
Ability 3: Weapon Throw – The user throws their weapon at the target crippling them, and granting swiftness to the user. The move has a 10 second cool down.
Ability 4: Whirlwind – The user spins around. The move does not have a cool down, but has a high adrenaline cost. Can be held to continuously spin.
Ability 5: Berserk – The warrior breaks control effects, gains additional movement speed, and is granted additional damage, but also takes more damage for the duration.
High adrenaline cost, and ~60 to 100 second cooldown. Does not stack with other enrage skills.
Right Bar Skills
Heal
-one option can be instantly converting adrenaline into some health, and increasing precision for a limited time (not stacking). low cd
-another option can be a passive ability that does healing per target hit, and can be used to heal over time for limiting time.
-3rd healing ability grants a bunch of defensive boons including regeneration, and also removes conditions
Utilities
should consist of moves that hav cc, damage improving, defensive, mobility, damage dealing, and many should grant adrenaline, and have lower cds, as they are used to grant adrenaline. Ex of new ideas:
-a shout that knocks down targets in a cone in front of the warrior, ~30 sec cd
-a stance that reduces damage taken for a limited time ~30 sec cd
-a physical where the warrior smashes the target with his/her weapon dealing 1.5x damage, and crippling them ~15 sec cd +adrenaline cost (or maybe generate adrenaline)
Ultimates
-the warrior becomes an enraged juggernaut where he/she gains stability, and a nerfed version of quickness for ~10 sec, and maybe no adrenaline costs, but the moves would have to have a limited amounts of uses. ~180 sec cd
-The warrior stomps the ground, dealing ~2x damage, and stunning targets in area for 2 sec. ~90 sec cd and generates adrenaline.
-lastly, a move that generates max adrenaline. ~60 sec cd
Just a few ideas for warriors I thought i should post. Let me know what you guys think of these ideas. All feedback is appreciated
(edited by tyler.4170)