Suggestions about the Warrior profession

Suggestions about the Warrior profession

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Posted by: XII.9401

XII.9401

Q:

What would you suggest for the developers to help make the class fun and valid?

Suggestions about the Warrior profession

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Posted by: XII.9401

XII.9401

I’ll start and will keep this reply updated so might want to check it out again:

New Healing mechanic:
Healing per damage done. 1% of damage done to targets converted to healing no your self/group then take it from there to achieve a good balance.
This way you utilize the warriors dps into something useful and help us last against condition classes.

new condition removal mechanic:
Either introduce it via trait or through one of the warrior forms suggested. OP you say? Nope..thieves remove conditions passively WHILE stealthed as well. All the other classes don’t care much about the 3 snares: Cripple/chill/immobilize because their main valid specs are either ranged or can teleport out if it/teleport/stealth to the target. We technically have 3 extra conditions that other classes don’t suffer from as much. We need better condition removal than a thief.
Suggestion By Daecollo:
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

Introduce gap closing mechanic:
Thieves have shadow step with no cooldown on their sword though they don’t need it with the stealth mechanic and 25% movement speed. The least that can be done is give us a fast gap closer on all melee weapons. The buggy GS 5 won’t do. It is very slow, can be interrupted or dodged. It is also buggy. Give us a ground target AOE gap closer like shadowstep. Introduce pulls such as scorpion wire.

introduce 3rd or ranged weapon set:
Eles have 4 and Engys have up to 4. This won’t be a game breaking mechanic and will increased the skill cap for the class and make it more versatile.

Stealth Detection:
Pulse AOE stealth detection. Worked for reavers in DAOC.
This will make warriors popular and sought after in groups in WvW and sPvP.
Hey if a thief needs stealth on top of sword 2 shadowstep, regular shadowstep, steal, shortbow shadowstep, heartseeker leaps to close a gap to their target..I’m afraid they have to get used to less handicaps on their class. If a thief needs to stealth repeatedly during a fight to win>>>they are relying on a crutch and should not be rewarded.
It would also fix problems such as group stealth as the thief is going down..invisible for 15 seconds when downed..really? You go around whacking the air hoping to catch them?
Stealth stomping will be solved
Stealth rezzing will be solved
No more resetting of fights repeatedly by bad players. You go in, you can’t win, you pay the price. That is how pvp works. Any class should not have multiple Reset buttons in pvp.

Introduce Warrior forms:
Being Able to switch forms during combat helps with increasing complexity to class and rewarding skilled play.
Suggestions off the top of my head for forms:
Will revitalize the class increasing its player base.
Form X: increasing all damage dealt and reducing all damage received by X%.
Form Y: increasing all condition damage dealt and reducing all condition damage received by X%.
Form Z: Helpful for ranged or helpful for being mobile.
Or just defensive form, offensive form, mobile form.

Add useful reactive buffs: Stability or protection:
We need protection. Toughness/vitality melts against burst dps/condi as opposed to protection. Eles, guardians and rangers are more tanky than us. Don’t be afraid to balance the scales.

New Debuffs:
Your criticals immobilize. Snare is useless as it can be dodged out of etc. Chill as well. Weakness on critical.

Change some Bursts
See suggestions below by Daecollo and Cygnuss
All the bursts excluding axe and sword should be changed. GS burst is a useless.

Change some weapon skills:
GS:
GS 5 should be a bulls charge. Many other classes have way better cc-weapon abilities and we desperately need a non-buggy gap closer. GS 5 is so buggy that replacing it with a bulls charge should fix the problem.
GS4 should pull you to your main target if it hits. If people are too slow to dodge something that obvious then they should have a gap closed on them. No more comfortable mindless kiting as a mesmer/necro/ranger etc without bothering to use your endurance to dodge a warrior at a distance. This would be superior to the well intentioned but not so useful Dogged march. It would also increase the depth of play of a warrior. This can be added to other weapons as well.

Change some traits:
By Daecollo: Combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Ripping of Boons
Revamp Destruction of the Empowered:
1 boon ripped per adrenaline bar when bursting for a max of 3 boons per burst. Make it more accessible. Some weapon abilities should have boon ripping. Example GS or Axe auto sequence 3 since they are the mostly commonly used.

Something turns out OP? Hey..np..nerf it back. Whats the worst that can happen? Warriors get a spot light like mesmers/guardians/thieves since launch?Eles? etc.

(edited by XII.9401)

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Posted by: Enmity.3428

Enmity.3428

I enjoy reading well thought-out suggestions as to ways in which the Warrior class can be improved, (particularly for tPvP/sPvP,) and I appreciate the time, effort and thought my fellow Warriors put into constructing and presenting their ideas on the forums.

My “wish-list” however is not so well thought-out (haha) and very simple:

Double the amount of dodges we can do (as standard) from two to four.
Give us effective passive condition-removal.
Give us access to Protection.

Or, my ultimate request would be for ArenaNet to implement some sort of stance mechanic. For example:
F2 – Aggressive stance – Fury, Might, Vigor, etc. Take far more damage.
F3 – Defensive stance – Toughness, Protection, Regen, etc. Damage output greatly reduced.

I’ll leave it to others to define the details but you get the idea. I’m not saying give us all these things, but something, anything, along these lines would be good as undoubtedly, outside of PvE, Warriors need some radical improvements overall as we’re in a terrible state at the moment.

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Posted by: MrDeatrich.2738

MrDeatrich.2738

Mine is a simple thing, but would change the feel of game play enough that I think it would allow a more specific focus for warrior players.

In the trait lines, switch Compassion and Vitality. This would make stat bonuses for Defence Toughness and Vitality and Tactics would be Compassion and Concentration.

Wouldn’t that make more sense?? It would allow for more focused players to look at either survivability or support, without having to compromise and invest points in both lines for the desired effect.

Maybe it wouldn’t be viable? I don’t know. I’m not a game designer or a mathematician by any means. It just seems more logical to me.

Thoughts?

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Posted by: mygo.7518

mygo.7518

My wish list is simple. Lemme switch between 4 different weapons during combat please~ xD.

And another way to remove boons other than the nullification sigil to remove boons on critical strikes.

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Posted by: ArtemisEntreri.4138

ArtemisEntreri.4138

Honestly, I wish they would scrap their idea of how the warrior should be and rebuild him from top to bottom including weapon skills. I enjoy the warrior as I have in all other games but it just doesn’t feel like a warrior in GW2.

1. Access to all weapons minus scepter and pistols.
2. Maintain an offensive boon oriented warrior (I don’t want protection or regen instead retool weakness to be 100% chance not to be crit).
3. Remove adrenaline from game and all traits that require you to maintain it.
4. Replace Adrenaline with Battle Standards that can be activated with an aura mechanic giving stat bonuses based on whether they are offensive, defensive, or support.
5. Grant us more options for conditions instead of just bleed, burn, and maybe confusion if you interrupt. (Would like to see poison applied at a certain stack amount applied by the warrior only, i.e. at 10 stacks, the target exhibits poison for 5 seconds with an internal cd). Or give us Mortal Wounds - increases chance to resist condition removal effects by 33% for bleeding.
6. Make wearing heavy armor worth it for warrior/guardian.
7. Reduce damage of 100B but give us some movement with it, speeds similar to Whirling Wrath.
8. Wouldn’t mind built in life leeching abilities similar to necro (on crit preferably).
9. The only boons I want a warrior to have access to are Might, Fury, Swiftness, and retaliation (shield stance/Shield spike - while blocking attacks cause retaliation damage, remove reflect missles).
10. My list can keep going but I will end it with this. Options to deal with conditions (passive, reactive, or a built in generosity/purity).

Now everything I listed kinda takes advantage of crit chance which may produce a pigeon hole for warriors having to have moderate to high crit. Someone else can come up with better ideas on the other side but that’s how I play. I need my 50%+ crit...

Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]

(edited by ArtemisEntreri.4138)

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Posted by: Daecollo.9578

Daecollo.9578

Indomitable

To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
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Posted by: Callahan.3180

Callahan.3180

1) Warrior’s 1h sword skills should include a shockwave-ranged cone ability that radiates outward in a crescent. I always had a thing for that kind of animation. I saw something like it in Lineage 2, but I never played lin2. One of the coolest features ever. Something like the mesmer’s 5 ability for GS, only it cripples instead of knock back.

2) Change warrior’s 1h sword burst ability. It’s garbage. The skill takes like a second to cast sometimes, it’s very clunky. If you use it accidentally and don’t have evades, it’s difficult to move out of it unless you mash your wasd keys for a minute. Even then you’ve taken like 3 hits from an enemy in wvw by then.

3) This goes for all classes, but add new utility skills (see 1… I want that shockwave). Most of our utilities are horrible unless you’re talking pve wise. I am a solo wvw player.

4) Banners are horrible in anything other than pve. You constantly need to be near them for them to be effective. This offers no qualms in pve, since you are mainly stationary, but in wvw you either hold it, drop it and run away from it, or just forget to pick it up rendering one of your utility slots useless for another 96-120 seconds. Also When you drop it, you go into weapon cool down which is very bad. As an environmental weapon it’s absolutely useless unless you’re trolling people with the 4 ability. I say it should function like a backpack. It should have similar mechanics to the ranger’s pet UI. Wear it on your back and only offer the buffs it gives as skills you can click. If you’re running 3 banners, it would have 3 different flags on your back. You get a small, maybe 1-3 slot skill bar above your left skill bar. Offer 1 cast-able skill per banner equiped in that mini skill bar.

5) This goes similar with the banner idea, but instead of banners, give us utility slot Aura skills. Auras are like banners but they don’t need to be clunky as hell and are just passive buffs that bestow a faint, colorful aura with certain buffs. Personally I would have preferred this idea over banners. Devs, what were you thinking with banners. Sad panda.

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Posted by: Julie Yann.5379

Julie Yann.5379

Indomitable

To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

That’s not a bad idea, not sure about converting it into a boon but it would at least give us some decent passive removal and at the same time encourage people to actually use their adrenaline. As long as I don’t have to stick 30 points into a tree to get it.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: XII.9401

XII.9401

By Daecello:

Traits:
Juggernaut’s Tenacity
Grandmaster Trait, Strength tree.
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 10 + (1 * Level) + (0.02 * Healing Power)
70%-33%: 20 + (2 * Level) + (0.033 * Healing Power)
33%-0%: 30 + (3 * Level) + (0.045 * Healing Power)
Indomitable
Grandmaster, Defense Tree.
Convert a condition into a boon when you gain a bar of adrenaline.
Adrenal Sustain
Grandmaster, Arms Tree
Gain a small amount of health when you gain a strike of adrenaline.
Critical hits grant an extra strike of adrenaline.
(This trait would be merged with furious.)
Empowered Defenses
25: Tactics.
Stolen or removed boons are immediately reapplied and doubled at there current duration.
Enduring Adrenaline
15: Tactics
Gain a small amount of endurance (5-10 out of 100.) when you gain a strike of adrenaline.
Determined Revival
5: Tactics
Gain 25% damage reduction while reviving an ally.
Increases revive speed by 25%.
Thick Skin
5: Defense
Increases healing power for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 50 Healing power per unique condition.
70%-33%: 100 Healing power per unique condition.
33%-0%: 150 Healing power per unique condition.
Adrenal Health
15: Defense
Regenerate health based on adrenaline level.
1 bar: heals 80 + (0.8 * Healing Power) per second
2 bar: heals 100 + (0.1 * Healing Power) per second
3 bar: heals 120 + (0.12 * Healing Power) per second

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Posted by: Cygnus.6903

Cygnus.6903

Retain the offensive burst skills. Some need rework, and some don’t.

Why not add a ‘Control’ and a ‘Support’ F-skill? That way, you can choose to go offensive with your adrenaline, or defensive, or a combination of both.

For example, the current Hammer burst would be the Hammer Control Burst skill (F2). F1 would be ‘EarthQuake’, using a targeting mechanic like Earthshaker, but creating a 5 second earthquake with a 900-range radius ticking for damage every second after the inital attack hits for the same damage as shaker (totalling for something like HB damage). The F3 could be ’Pangea’s Penitence’, where the warrior smacks the ground sending out lines of awesomeness to a maximum of 5 allies (and himself), granting Stability and Aegis for 8 seconds.

Another example, Rifle burst F1 would remain the same. F2 would be ‘Temple Blow’, with a 3/4 second charge, causing a 3 second daze by hitting the enemy in the face. F3 would be ‘Ricochet’, a shot that bounces 6 times between foes and allies, but always ends at yourself, stealing health and passing it on to the first ally it hits (accumulating health if it only hits enemies to heal you for more when it returns). It also causes 4 stacks of vulnerability per hit on enemies,

Similar skills could be designed for all other weapons.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: nicknamenick.2437

nicknamenick.2437

Love it!! DEV read this topic!! (i hope)

Warriors need bit more healing (traits, % over time or % per damage done)

+

Warrior form like:
F3 offensive (+ damage + mobile)
F4 Defensive (+ %damage reduction + convert 1 condition to boon per 10sec)

+

Better Gap closing on weapon skills (omg love that bull’s on #5 GS :-P)
And why not some pull skills indeed! love that too!

With this the warrior is back in the game!! :-P

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Posted by: Cygnus.6903

Cygnus.6903

Indomitable

To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

Also want to express my support for this suggestion.

I only state my opinion unless stated otherwise.
Hulk Roaming Montages/Build Vids
I always rage but never quit.

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Posted by: RusShiro.9241

RusShiro.9241

i play as a warrior exclusively, and after hundreds of hot joins duels and tournies. I have come to the conclusion that warriors are remarkably fun. I have lost many a game because my preferred build is not practical for solo encounters. However i have met and lost to some warriors who can solo effectively. the great sword five move is very glicthed, and is practical as an escape, but most be interrupted by another move before it connects with another player so you dont get stuck in a weird dash animation next to you target at there mercy. this move needs to knock down, knock back or something. easy fix, it is a dash move after all.

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Posted by: ArtemisEntreri.4138

ArtemisEntreri.4138

-Cut from another post that I misplaced when the forum broke-

I believe in the philosophy, Rock, Paper, Scissors. This creates certain strengths and weaknesses for every class/playstyle.

I actually like the idea of warriors being weak vs conditions, moderate vs casters/range, and strong vs other melee. To me, that’s how a warrior should be. A sturdy front line fighter that can stand toe to toe with melee and should succeed most of the time, gives range a decent challenge depending on who gets outplayed by gap closers and timed burst, and weak to condition builds.
They don’t need protection or regeneration. They need strong offensive conditions and I think a good start would be to make *Weakness* worth a kitten , make it so that the target can’t crit during the duration of the condition. That alone will remove burst damage coming in for the warrior and is another form of mitigation.

Guardians = defensive boons with a few exceptions to fury/might and burning.
Warrior = Offensive boons with a few exceptions to vigor and retaliation (they shouldn’t need regen and protection, by giving warriors these boons, you will be pigeonholing them into taking the traits that distribute these boons. You are creating a meta, not a unique class).

Warrior should have access to the follow conditions:
1. Bleeding
2. Cripple
3. Fear
4. Immobilize
5. Poison
6. Vulnerability
7. Weakness
By having access to all those conditions, you could also create more creative condition builds that might actually be viable instead of easily countered by heavy condition removal classes, i.e. guardian or elementalist.

Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]

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Posted by: McFribble.2349

McFribble.2349

Suggestion to improve Greatsword for Warrior in a PvP setting, and to balance him in a PvE setting.

Switch Hundred Blades with Arcing Slice, so that 100blades is now the burst skill and Arcing Slice is Weapon Skill 2, both with minor tweaks to work correctly like this.

This does a lot of things to help improve the Warrior, and I’ll start off with Hundred Blades.

There are many problems this skill produces
- Roots the player on a very mobile oriented weapon, turning the player into a close range turret, and very clunky
- Requires a lot of utility to make work in a PvP setting, and still isn’t reliable against decent opponents
- Makes PvE content far too easy for the high damage output
- Is a better attack than the burst skill for the weapon

Hundred Blades changes as a burst skill should read and function as follow:

Hundred Blades 3 1/2, 15 Sec CD
Burst: Repeatedly strike multiple foes at 50% movement speed. Swings and damage of final strike based on adrenaline.

Adrenaline 1: Damage (2x) #### + Final Strike Damage: ####
Adrenaline 2: Damage (4x) #### + Final Strike Damage: ####x2
Adrenaline 3: Damage (8x) #### + Final Strike Damage: ####x3

This allows the player to move while casting the attack, making it different from the One-Handed Sword burst and allows the damage to fluctuate base don Adrenaline level. The damage output should be comparable to what it currently is at level 3 adrenaline, but using the attack will obviously set your bar down to zero, making it a “finishing” move that should punish the Warrior for using it too soon or missing (no + stats based on adrenaline).

Now the reasoning for making Arcing Slice a weapon skill in my next post:

(edited by McFribble.2349)

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Posted by: McFribble.2349

McFribble.2349

Arcing Slice has one real problem in it’s design: It is a terrible burst skill. When the meta for damage based Warriors is to keep adrenaline at max for the 12% Damage and 9% Crit Chance bonus, what is the point to using Arcing Slice at all…? It offers us Fury, which is very appropriate for the weapon, but the cost for using the attack FAR outweigh the gain, and people usually forget the attack exists for good reason.

By making this a weapon skill provides the Warrior with fury, this turns the Greatsword a very self-reliant weapon for what it is supposed to do: get crits. And because Arcing Slice is a 3/4 second cast time, it is a very quick hit, staying true to the more fast and mobile nature of the weapon.

In my opinion, the skill should read like this:

Arcing Slice 3/4, 10 Sec CD
Deliver an uppercut to your foe and gain fury.

Damage: ####
Fury(5s): 20% Critical Chance

I feel Arcing Slice should hit slightly harder than it currently does, but not by much.

These changes, in my opinion, offer the Warrior more reliable weapon skills while freeing up his utilities for more defensive skills in PvP. In PvE, this will help bring more strategy to DPS instead of relying in one skill, and forces the Warrior to time his strikes and 100blade uses more strategically.

(edited by McFribble.2349)

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Posted by: Fenrir.5493

Fenrir.5493

I didnt see this post when i make mine so i will put the same thing i posted there:

I have been playing warrior class for a bit of time and i think that the class is missing something, the class can only use 1 F1 ability compared to other classes that have some 4 like the elementalist, and this makes the gameplay a bit boring and simple, there is only 1 way to expend your adrenaline and thats it… i think you should add some other FX abilities to have some more ways to expend your adrenaline, at least every weapon should have one way to expend adrenaline on a F2 defensive ability, and maybe F3 another one i dont know, but now the gameplay seems to boring and simple.

About banners maybe you should consider an special button for them, because now is not worth to have a banner on your bars, maybe that F3 button, i dont know im just telling suggestions, i hope you realize that the warrior class its very boring right now because there are not many options.

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: ArtemisEntreri.4138

ArtemisEntreri.4138

I am actually typing up a rough draft of how to reconstruct the warrior and have a meaningful purpose in all aspects of the game. Once it’s finished I’ll be sure to upload a link of where it can be viewed. I’m at three pages so far. I have generic descriptions done but haven’t gotten around to the math for damage, condition duration, etc.

Guardian / Warrior / Thief / Necromancer
Black Gate – Immortals of the Mist [IoM]

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Posted by: Azrayl.4936

Azrayl.4936

I’d like to see GS skill 5 be an actual leap rather than a charge that everyone can see coming. The leap could have an immobilize for 2 sec attached to it.

Yes, 100b should be a faster channel that lets you move while channeling. Damage could be reduced by 5-10% if need be?

(edited by Azrayl.4936)

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Posted by: Swagg.9236

Swagg.9236

I made this some weeks ago. It’s yours to ponder.

I also had an idea for stances. I feel that stances as they are now are very shallow and predictable. It’d be nice if they were passive channels that were part of a two-part skill chain. By “passive channel,” I mean to say that I feel that stances should be personal, unstrippable boons that pulse the warrior with effects each second. In the case of [Balanced Stance], this means that instead of the Warrior simply getting 8 seconds of stability, the Warrior would instead receive 1 second of stability, every second, for 8 seconds.

Furthermore, to cover the chain-skill aspect of a stance, we can refer back to [Balanced Stance]. I thought that the chain skill could be something like a small heal and condition removal. However, activating the chain skill would instantly cancel the effects of the stance early, so a player would have room to play around with that. I figured that Frenzy’s chain skill could be a leap and I didn’t get around to jotting down other ideas.

Attachments:

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Posted by: Edenfer.9816

Edenfer.9816

I see lots of good ideas in here. While reworking the traits could make the warriors viable, I want something more drastic and fun.

Swagg’s idea is nice but I don’t like the F4 and the adrenaline rush bar.

The warrior gets his abilities from his physical training as opposed to the guardian who gets them from his faith. I suggest adding defensive skills with an extra cost of endurance or life.

F2: Berzerker break
Stage 1: Stun break → Cost: 3 adrenaline bars
Stage 2: Stun break, Immovable for 1 sec (same as stability but not a boon) → Cost : 3 adrenaline bars + 1/2 endurance bar (1 roll worth)
Stage 3: Stun break, Immovable for 1 sec (same as stability but not a boon), launches foes (similar to the skill launch but without dealing dmg) → Cost : 3 adrenaline bars + 1 endurance bar (2 rolls)

This way a warrior would be able to control the melee area.

F3: Numb the pain
Stage 1: Become immune to conditions for 2s → Cost: 1 endurance bar (2 rolls) + 20% of current life + 1 adrenaline bar
Stage 2: Become immune to conditions for 3s → Cost : 1 endurance bar (2 rolls) + 20% of current life + 2 adrenaline bars
Stage 3: _Become immune to conditions for 4s → Cost : 1 endurance bar (2 rolls) + 20% of current life + 3 adrenaline bars

The ability doesn’t clean the conditions, it just temporarily disables their effect and stops the foes from adding new ones. But at the end of its duration, the effects of the old conditions and their durations are back.

Warriors are already fun but I want arenanet to mix it up a bit and make them more interesting and less one-dimentional.

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Posted by: Leo G.4501

Leo G.4501

I made this some weeks ago. It’s yours to ponder.

Interesting ideas there. I’d get rid of the extra utility F4 though.

What would determine the Rush skills? Your weapon combos? If you’re suggesting, again, the ability to choose from a list of options for each, that might be very strong…too strong possibly. That’d basically amount to a 2nd set of utilities.

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Posted by: Vanthian.9267

Vanthian.9267

Interesting ideas there. I’d get rid of the extra utility F4 though.

What would determine the Rush skills? Your weapon combos? If you’re suggesting, again, the ability to choose from a list of options for each, that might be very strong…too strong possibly. That’d basically amount to a 2nd set of utilities.

Which is actually exactly what the Engineers have with their tool belts.

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Posted by: Swagg.9236

Swagg.9236

I made this some weeks ago. It’s yours to ponder.

Interesting ideas there. I’d get rid of the extra utility F4 though.

What would determine the Rush skills? Your weapon combos? If you’re suggesting, again, the ability to choose from a list of options for each, that might be very strong…too strong possibly. That’d basically amount to a 2nd set of utilities.

Yeah, I figured that it would be determined by your weapons. I posted that picture elsewhere and the F4 was also the most unpopular aspect there as well. I don’t really play warrior, but I know how much they are hurting for sustainability in combat as well as general skill options (many warriors often play without a burst skill because of that trait that nets you something like +12% bonus damage for a full adrenaline bar). However, I also realize that warriors are hurting for vigor as well so using Endurance as a resource is probably not a great idea.

Maybe F2 and F3 are determined by your weapons and F4 has all of the options plus the utility skills listed? That also might be really powerful, but, as I said, warriors are hurting for combat options that promote depth of play. Having that many options might also open the door to making underused weapons more viable if supported with the right F4 choice combined with the addition of F2 and F3 skills.

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Posted by: Epic.3950

Epic.3950

make the hammer for the warrior on par with the guardian hammer. its unacceptable that we have a 9 second CD on our 2 traited when guards have 5 seconds untraited PLUS its an aoe blast finisher. Staggering blow needs to be changed to suit the warrior in more situations.

another thing. we should have an f2 skill that should be our physical utility. so we can choose stomp, kick, bolas or BC for some flavor while retaining all our much needed utility.

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Posted by: Zero.5307

Zero.5307

I would really like to see Distracting Strikes bug fixed.

Also then if the 3 stacks of confusion are too much; make it so that it applies Blindness to the opponent and 1 might (with a 10 sec limit for the might) to the warrior instead.

Right now maces in general aren’t used because of this bug in my opinion. Otherwise using a mace (or two) with a hammer and physical skills could actually make a really nice interrupt build with balanced defense, damage and control build. Letting Warriors handle opponents like Thieves Via interrupts and confusion; So in WvW or PvE situations warriors would be better equipped to hold and control some damage that would otherwise be directed at the casters.

This would also allow talents like “Unsuspecting Foe”, “physical Training”, “Merciless hammer”, “Sundering Maces”, “Opportunist” and more synergize without changing the damage the warrior is doing. All it dose is empower the class with the ability to catch foes and mitigate some damage forcing classes such as thieves to attack them; Instead of classes having free reign in harassing and ganking people so easily. Which is something Warrior classes should have for team situations.

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Posted by: Flowerpower.6795

Flowerpower.6795

I’ve read your suggestions and they all try to boost the warrior.
A solo roam or well placed warrior in teamfights is something thats super strong. Pve he’s the king when it comes to dps and thats all pve is about in the end game at the moment.
You should more focus on reliable improvment that makes the warrior more fun to play without boosting him that much. I mean.. something like “let me clanse conditions more often. thiefs can do that too.” lol? please compare thiefs and warriors base health and then think about the effectiveness of conditions on both of them + the warrior got more armor to reduce the hits damage that normally apply the conditions.
There are things like cc, stability, reduce incoming damage and more you simply ignore with your “improvment on the warrior.”

Suggestions about the Warrior profession

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Posted by: GKC.3851

GKC.3851

Suggestion By Daecollo:
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.

That’s too much for most builds. As a defense warrior in sPvP I gain incredible amounts of adrenaline. This alone would make most condition builds completely useless against me. 0 chance, its too strong. How about this:

Thrill of victory:
Whenever you hit a target will a fully charged adrenaline skill remove 2 conditions.

You need to hit your target in order to remove conditions and it isn’t some incredible amount either.

introduce 3rd or ranged weapon set:

Just make the standard weapon kits more viable. Most players don’t adequately use both their weapon slots, making them use even more isn’t going to help.

Stealth Detection:
Pulse AOE stealth detection. Worked for reavers in DAOC.

I agree. Stealth is a harsh mechanic for many of the classes. It makes it so they are not punished for bad choices. There needs to be some serious revamping of this mechanic for it to work. One of those could be if they take too much damage they break stealth. This means they need to come in unexpected in order to get the drop and they need to hide before they hide, not use this hide-in-plain-sight they always pull. With this you won’t need AoE stealth detection. This also would make ranged thieves more viable.

Introduce Warrior forms:
Being Able to switch forms during combat helps with increasing complexity to class and rewarding skilled play.

Are you going to replace burst skills? Otherwise I wouldn’t put this in. Its like putting a kit that isn’t a kit or a boon that isn’t a boon.

Change some Bursts
See suggestions below by Daecollo and Cygnuss
All the bursts excluding axe and sword should be changed. GS burst is a useless.

Change some weapon skills:
GS:
GS 5 should be a bulls charge. Many other classes have way better cc-weapon abilities and we desperately need a non-buggy gap closer. GS 5 is so buggy that replacing it with a bulls charge should fix the problem.
GS4 should pull you to your main target if it hits. If people are too slow to dodge something that obvious then they should have a gap closed on them. No more comfortable mindless kiting as a mesmer/necro/ranger etc without bothering to use your endurance to dodge a warrior at a distance. This would be superior to the well intentioned but not so useful Dogged march. It would also increase the depth of play of a warrior. This can be added to other weapons as well.

I kinda want bulls charge as a utility ability because I use it a lot with a mace and hammer. This is a selfish reason I know, but to move it to GS burst means I don’t get it for my hammer.

I have a problem with most charge abilities. This goes with the ele Ride the Lightning and the thief’s Heart Seeker ability. They give a lot of utility to players out of combat and a great improvised escape to players who know how to lose their target in order to spam it. It seems to me that if players want to use these abilities they will need a target. You can use them to chase down, not get away.

3 charges is a bit much. I never liked #5 much. The actual attack on it took too long to swing, by then they’re gone and even if it did hit it’s not that much damage. You might add a cripple on top of the charge. So you start the charge, your character shouts and your target starts crippled. By the time you reach the player the cripple wears off and you take your swing with the GS. It reduces the bug chance and gives your target a nice feeling of doom on top.

How about this for a new #4 GS skill:
Heroic Deflect:
Block the next projectile and deal 1000ish damage to the caster, range 1200. This is a lot like the Mesmer’s sword #4 ability except it doesn’t create a clone, only does projectiles and does a bit more damage. Think of it like playing baseball with someone else’s attack. Better yet think of old school Zelda and the Ganon fight.

The GS is lacking. Most people use it for the #2 skill and that’s it. It does incredible damage and is a noob crusher. I do not like noob crusher abilities so you got to change it. Noobs need to make more than 1 mistake in order to die so quickly. Make it stack vulnerability and give it a shorter duration/damage. Otherwise give them a break. This skill creates a harsh learning curve.

Change some traits:
By Daecollo: Combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.

Awesome. I’m all for it. It seems a bit silly that my mace #2 ability will block projectiles, all projectiles not just the first.

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Posted by: GKC.3851

GKC.3851

It seems to me like the retaliation strikes are underpowered. I’m talking about mace #2, sword #5 and even the Mesmer, ranger and guardian ones, but warriors especially. In order to use counter blow your target needs to be in melee range, needs to hit you, and needs to stay in melee range long enough to actually land the blow. The actual counter attack takes too long to execute. Make it hit faster, almost instantly.

Vanilla horn is underpowered. It is there simply to huff it to your target. Now the horn trait makes it good. Along with the removal of movement impairing effects to you and your allies it also converts a condition into a boon. You get to use it often so this is great. Try it out. Its like an invisible wall of awesome for your teammates. However, I would make it so vanilla horn would simply remove a condition, along with the movement impairing effects, and the trait would make it so the removed condition would instead be converted to a boon. So vanilla horn would then do: #4 removes movement impairing effects (cripple chill immobilize), gain swiftness and removes an additional condition, #5 gain vigor, weakens nearby and removes a condition. With the trait it would do what it does now. Show some love for vanilla horn.

There’s some other traits I have a hard time swallowing. Dual wielding ( + 5% damage when dual wielding weapons) is weak. Forceful greatsword (gain might on crit w/ greatsword) they’re too slow hitting for this to be of any use other than PVE. Burning Arrows (+10% damage against burning w/ bow) is weak. Mobile strikes only effects immobilize. That is way too specific.

The utilities Kick and Stomp are too weak. Most PVE fights don’t want you kicking the target around and bosses eat disables quickly. In PvP its too hard to pull off kick and when you do its not that good. Stomp is fun but its not up to snuff.

Warriors lack a certain cool factor. I think you can play with some of the ability effects. Make the earthshaker burst skill knock victims up a little. Make the mace and GS bursts a little more exciting.

I’m trying to be real conservative with what to change. I find that there aren’t many viable warrior builds out there but they aren’t the only ones that are suffering for attention.

(edited by GKC.3851)

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Posted by: Leo G.4501

Leo G.4501

Yeah, I figured that it would be determined by your weapons. I posted that picture elsewhere and the F4 was also the most unpopular aspect there as well. I don’t really play warrior, but I know how much they are hurting for sustainability in combat as well as general skill options (many warriors often play without a burst skill because of that trait that nets you something like +12% bonus damage for a full adrenaline bar). However, I also realize that warriors are hurting for vigor as well so using Endurance as a resource is probably not a great idea.

Perhaps…IMO, if a Warrior wants Endurance, they have alternative ways to attain pure Endurance rather than endurance recovery which can be just as good and stacks with recovery sources. Quick Hands means you can swap to a weapon that has Sigil of Energy so you only need the 1 weapon…kind of like Elementalist’s attunement swapping but then they only get 2 Sigil options at most while a Warrior can take advantage of 4 and with swapping back to your sigil having a 10sec cooldown (that is swapping from the sigil to your other weapon and back again) gives you 50% Endurance. Then there’s the Building Momentum minor trait that gives 50% Endurance every time you use a burst skill.

Maybe F2 and F3 are determined by your weapons and F4 has all of the options plus the utility skills listed? That also might be really powerful, but, as I said, warriors are hurting for combat options that promote depth of play. Having that many options might also open the door to making underused weapons more viable if supported with the right F4 choice combined with the addition of F2 and F3 skills.

I guess it all depends what skills would be available for those slots. The only reason I figured having an extra utility from their arsenal on F4 would be too strong is because those weren’t made for the F slots but I could be wrong.

Perhaps we could make a list of possible options for those F slots to get an idea of scope for your suggestion.

To add to the brainstorming, a poster recently made a thread talking about giving the profession a ‘ramp up’ phase in exchange for a weaker start up.

I kind of added to his idea by suggesting F1-4 behave by unlocking as they participate in combat (although at the time I suggested just a simple % HP trigger for it). A revision to that idea and sort of combining it with yours:

The F1 Burst skill is the default available skill even out of combat.
Rush Skill F2 could be determined by your offhand weapon (or in the case of 2handed weapons, both F1&2) and is locked until certain points in a battle are met:

  • F2 becomes available after you take 40% of your max HP in damage while in combat.
  • F2 can also become available after expending 2 bars minimum of Adrenaline.
  • You don’t have to take the 40% HP hit all at once, you can get healed and take more damage, be at 80% and still have the skill become available.
  • The skill stays available even after exiting combat until [insert a time limit]

The F3 Rush skill could be determined by the mainhand weapon of your weapon swap. It’d a bit harder to get this skill available because you need F2 to be unlocked in combat as well as two other stipulations:

  • The count toward F3 becoming available only starts after F2 is opened.
  • F3 becomes available if you spend 10sec under 40% of your max HP.
  • F3 can also become available after spending 15 bars of Adrenaline.
  • Upon exiting combat, F3 is made unavailable.
  • The cost of F3 varies for different skills, some costing Endurance, some HP or but if either aren’t available, it uses Adrenaline instead.

Finally, F4 could be something pretty interesting as I’d suggest this only unlock after F3 and becomes available after spending 10sec under 10% HP or automatically after a down/rally. As a Warrior, you would want to survive at all costs if dropped low enough as the last move would be pretty punishing to the enemy. As an opponent of a Warrior, you wouldn’t want to let that Warrior get back up and you’d want to put him out ASAP.

But that’s just me dreaming up ideas…no idea what would go where or how viable any of that is as I’m just making it up on the spot…the inspiration I have is from the Brute archetype from City of Heroes which could generally be built for defense because their base damage was horrible and slotting for damage only marginally improved their attacks…but they had Fury which drastically pumped up their damage instead, requiring you to hit things and be hit. So taking damage and using Burst skills (or Rush Skills too) would basically help ramp up until they got F3 and if pushed to the brink, F4 could light up for you to take advantage of…

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Posted by: XII.9401

XII.9401

Just a reply to GKC –can’t quote the whole thing because the reply would be too big-:

-Regarding having more weapon sets available on demand like eles/engys:
Sure we all want our weapon skills to be viable but that shouldn’t prevent the ability to use a 3rd and 4th weapon sets like Eles and Engys to increase the depth of play. Those are two separate issues.

-Regarding the AOE stealth: They didn’t change or fix stealth since launch even though it goes against their stated philosophy for a stealth class. What you suggested is good but it should be mentioned on another thread or on the spvp forums. They can do that on their own time but for the time being we want AOE stealth detection to make us useful in group settings.

-Warrior forms: Yep it could be replacing burst skills. Burst skills are just one ability on your weapon. Forms, However, Give much more depth and potential to the class not to mention make it fun to play. Just a suggestion.

  • The following is a Long reply about GS -just because of some misconceptions I keep coming across-:*
    -GS in general GS is used for mobility/mobile strikes on 3 and 5. Also, GS3 gives you immunity which is very helpful in dodging bursts and complimenting an incomplete 100b.
    -Regarding GS5: We can still have bull’s charge as a utility skill as well as a weapon skill. Adding a cripple to GS 5 is useless. Cripples are crap. GS 5 has to have a knockown/immobilize and I favor immob as most people have a harder time getting out of it than a knockdown. It HAS to be fast as a bull’s charge or it will remain crap and won’t land. We need to close gaps faster not take a stroll to the target.
    Thieves have shadowstep -which is far superior to bulls charge- on their sword and as a utility skill –zero cooldown on the sword- so why can’t we have the same for bulls?
    Engys have block on both their shield and toolkit which is basically a weapon skill via a utility skill.
    Mesmers have teleports both on their staff weapon skill and as a utility skill.
    Same goes for guardian weapon skills
    I encourage everyone to check what the other classes can do before shooting down suggested changes. Trust me..other classes have it WAY better than us even with the changes suggested in this thread.

-Regarding GS 2 and 4:
I disagree with you as GS4 being used as a blocking ability. I usually use Axe 3 and GS4 to use ranged damage to finish someone off if I am pure melee or to pressure someone who is downed while kiting a 2nd person –along with GS3 through the downed person when it is up-. You can also use GS4 followed by GS5 as combo. I honestly favor GS4 pulling your target to you or you towards your target. I don’t think many people switch to GS to block.
You only 100b a target that is immobilized or one that is forced to go through it. Even then, you will still use GS 3 before 100b finishes to squeeze in some extra damage.
You only 100b:
after bolas
After Sword Adrenaline bar 3 burst
After Mace/sigil of paralysation burst
And if you see your target is gonna get away before 100b finishes, use GS3 to squeeze in that extra damage. 100b on a mobile target is asking to be kittened up.

100b is bad if you are facing more than one target due to the fact that it holds you in place for 3.5 seconds if you want to dikitten out unless you move then you lose the 100b. I also can’t count the number of times I’ve see a warrior using 100b on me and instead of dodging I frenzy or pop endure pain and use a 100b on them killing them that way. It just leaves you to open to being screwed over when you are already vulnerable to many things. Given the long cast time, you can easily be interrupted as well. Compare that to a mesmers sword 2 which gives them 2 seconds of immunity to damage/cc/anything while doing it.

(edited by XII.9401)

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Posted by: ClansFear.2597

ClansFear.2597

I made this some weeks ago. It’s yours to ponder.

I also had an idea for stances. I feel that stances as they are now are very shallow and predictable. It’d be nice if they were passive channels that were part of a two-part skill chain. By “passive channel,” I mean to say that I feel that stances should be personal, unstrippable boons that pulse the warrior with effects each second. In the case of [Balanced Stance], this means that instead of the Warrior simply getting 8 seconds of stability, the Warrior would instead receive 1 second of stability, every second, for 8 seconds.

Furthermore, to cover the chain-skill aspect of a stance, we can refer back to [Balanced Stance]. I thought that the chain skill could be something like a small heal and condition removal. However, activating the chain skill would instantly cancel the effects of the stance early, so a player would have room to play around with that. I figured that Frenzy’s chain skill could be a leap and I didn’t get around to jotting down other ideas.

I love this idea, Warriors should have their F2 and F3 skills, and ‘Adrenaline Rush’ sounds really exciting as current traits (%dmg and crit chance) discourage you to use your adrenaline. I also agree with F2 and F3 being some kind of movement skills – warriors should be the aggresive and offensive soldier class chasing it’s target, whereas Guardians should be (and they actually are) more defense-oriented and ‘stay their ground’.

Also GS skill 5 must be revamped, it’s unbelievable that warriors must count on their luck if they hit that nice damage or just miss and waste some precious time just due to this bug.

What is more some weapons should be buffed or remade – for example warhorn – currently only use for this weapon is a movement speed buff. What about some kind of debuff that would amplify your dmg dealt to a target for a moment, and second skill granting you and your allies regen and protection. Such set would be handy in both PvE (Veterans, Champions, hard dungeon mobs) and PvP – both solo and with group (general support, taking down certain target with larger burst).
Next weapon – mace. Really, what is the use of this weapon in mainhand? It’s just a weaker version of hammer with very low dmg output and too long cooldowns.

And my last suggestion – some of utility skills should be changed, berserker stance is quite useless (my solution – remove adrenaline gain, add swiftness and unblockable attacks for 8 sec), kick should be buffed to make it viable, stomp cd reduced and banners range increased.
Last but not least elite “Rampage” cd should be decreased and duration of transform increased.

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Posted by: GKC.3851

GKC.3851

By Daecello:
5: Defense
Increases healing power for each condition you have, this bonus magnifies the closer you are to death.
100%-70%: 50 Healing power per unique condition.
70%-33%: 100 Healing power per unique condition.
33%-0%: 150 Healing power per unique condition.

I am digging that. It doesn’t remove conditions it just helps you heal through them. I’m not sure you want both mechanics. Either pick closer to death or more conditions. If you want both you’d need 2 traits.

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Posted by: GKC.3851

GKC.3851

-Regarding having more weapon sets available on demand like eles/engys:
Sure we all want our weapon skills to be viable but that shouldn’t prevent the ability to use a 3rd and 4th weapon sets like Eles and Engys to increase the depth of play. Those are two separate issues.

Yes they are separate issues but doing this also removes the uniqueness of other classes. Engi needs to take up their utility slots in order to chance weapon kits and its kinda their thing. I don’t find staying in every elemental attunement incredibly viable either. They usually stay in 1 in order to do damage and then change for a bit of utility.

I like the idea of not being prepared for everything. So I might be holding an axe and my target is range kiting me, so then I swap to a rifle and then my target starts to melee me. I need to make my weapon work the best I can for the situation I’m in. I want there to be some real choice between what weapons to go in, not the ability to take half of them.

-Regarding GS5: We can still have bull’s charge as a utility skill as well as a weapon skill. Adding a cripple to GS 5 is useless. Cripples are crap. GS 5 has to have a knockown/immobilize and I favor immob as most people have a harder time getting out of it than a knockdown. It HAS to be fast as a bull’s charge or it will remain crap and won’t land. We need to close gaps faster not take a stroll to the target.

I want people to have the chance to avoid the charge. I want to have it on a low enough cooldown that players have a hard time keeping away from GS warriors yet they need to maintain some mobility or else they will get hit by 100b. I see that as the nature of warrior greatsword, answering ranged dodgy skills with melee skills. By giving it a stun you are also including part of the noob crusher combo into the weapon itself. GS #5 has its problems. Its completely broadcasted and the reward isn’t that good. After the charge the character stops and takes a swing which definitely needs to be changed. I don’t see how simply coping a skill the warrior already has is a solution.

Thieves have shadowstep -which is far superior to bulls charge- on their sword and as a utility skill –zero cooldown on the sword- so why can’t we have the same for bulls?
Engys have block on both their shield and toolkit which is basically a weapon skill via a utility skill.
Mesmers have teleports both on their staff weapon skill and as a utility skill.
Same goes for guardian weapon skills

I don’t want to give the warrior the same solutions as the other classes. I play a Mesmer also and I’ll admit I use the crap out of blink. It is flat out better than any warrior mobility skill. Its got good range, it breaks stuns, its instant and usually confuses your opponent. A Mesmer, however, is not a survival master like a warrior, no matter how you build him. I’ve made serious attempts and it does not work. You’re better off relying on confusion. That’s the thing about warriors, they have some great natural damage resistance and high hp. Some skills don’t need to be 1 to 1 because warriors start off with an advantage. I like the idea that a warrior can either be this unstoppable juggernaut or a heavy handed bumbling idiot depending on how good you are with him. Are the charge abilities weak? Sure, but that doesn’t mean you want to take out evasion.

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Posted by: ClansFear.2597

ClansFear.2597

Most warriors use GS, also quite a lot wield axe and only some use rifle but that’s actually everything you can see in PvE nowadays, isn’t it a big issue that nobody really cares about? It’s quite obvious that some weapons are theoritically designed for pvp but as a matter of fact they aren’t used here either. Before Anet will take care of mechanics like traits and adrenaline it should balance weapons first.

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Posted by: XII.9401

XII.9401

Most warriors use GS, also quite a lot wield axe and only some use rifle but that’s actually everything you can see in PvE nowadays, isn’t it a big issue that nobody really cares about? It’s quite obvious that some weapons are theoritically designed for pvp but as a matter of fact they aren’t used here either. Before Anet will take care of mechanics like traits and adrenaline it should balance weapons first.

I’m really surprised to see warriors using rifle. It is such a weak ranged weapon compared with other classes ranged weapons/abilities. They also get destroyed by good melee warriors/thieves who have good mobility.

It can be used as a 3rd or 4th weapon set as suggested like the eles and for one of the posters: >2 weapon sets are NOT unique to a certain class. Eles and engys BOTH have it. Hey if you wanna be unique and kitten then whatever floats your boat. The rest of us want the class fixed.

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Posted by: ClansFear.2597

ClansFear.2597

Most warriors use GS, also quite a lot wield axe and only some use rifle but that’s actually everything you can see in PvE nowadays, isn’t it a big issue that nobody really cares about? It’s quite obvious that some weapons are theoritically designed for pvp but as a matter of fact they aren’t used here either. Before Anet will take care of mechanics like traits and adrenaline it should balance weapons first.

I’m really surprised to see warriors using rifle. It is such a weak ranged weapon compared with other classes ranged weapons/abilities. They also get destroyed by good melee warriors/thieves who have good mobility.

It can be used as a 3rd or 4th weapon set as suggested like the eles and for one of the posters: >2 weapon sets are NOT unique to a certain class. Eles and engys BOTH have it. Hey if you wanna be unique and kitten then whatever floats your boat. The rest of us want the class fixed.

Strenght of Rifle lies mostly in conditions, but yes it isn’t very viable for PvP with all these condition removers. Still, it’s not bad in PvE if you have to kite a lot, it’s much better than even more underpowered longbow.

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Posted by: Sirendor.1394

Sirendor.1394

Warrior is nowhere near as ‘underpowered’ as you guys would like people to believe. I have a level 80 warrior, I play both berserk and a hybrid build and they work smooth. L2p before you make suggestions that aren’t necessary. Warrior is balanced.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Player Character.9467

Player Character.9467

Sirendor they’re talking about pvp.

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Posted by: Sirendor.1394

Sirendor.1394

In T/SPvP there are still a lot of people who can handle warrior. The request for these changes still seem to try to make warrior a bit too OP. Yes warriors lack healing compared to guardians, but they make up for that because their damage output is 2x higher than guardian’s.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: ClansFear.2597

ClansFear.2597

Sirendor please, maybe you’ve missed the topic – It is mostly about making warrior more FUN. Previously mentioned healing trait – yes it would increase warrior’s healing capabilities but in price of utility or offensive trait. Concluding warrior could be a little bit more versatile and this would contribute to greater ‘fun’.
The same applies to some suggestions like balancing currently unused weapons or expanding the idea of adrenaline.

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Posted by: Daecollo.9578

Daecollo.9578

In T/SPvP there are still a lot of people who can handle warrior. The request for these changes still seem to try to make warrior a bit too OP. Yes warriors lack healing compared to guardians, but they make up for that because their damage output is 2x higher than guardian’s.

Actually Guardians out damage warriors on moving targets.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
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Posted by: flipyap.5789

flipyap.5789

Well, all I want is an elite shout and speed increase signet.

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Posted by: NinjaEd.3946

NinjaEd.3946

More reason to want to spend adrenaline. Some of the traits for having full adrenaline are too good to pass up.

Also make Rampage immune to blind. The skills arn’t exactly damaging or hard to spot and/or dodge. That or reduce the cd to 150 or increase the duration to 30, w/e. The skill should offer more.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Dustfinger.9510

Dustfinger.9510

In T/SPvP there are still a lot of people who can handle warrior. The request for these changes still seem to try to make warrior a bit too OP. Yes warriors lack healing compared to guardians, but they make up for that because their damage output is 2x higher than guardian’s.

Actually Guardians out damage warriors on moving targets.

What weapon are guardians using to out damage moving targets? I only ask because the scepter is completely broken against moving targets.