The Topic that will fix the warriors:

The Topic that will fix the warriors:

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Posted by: Fenrir.5493

Fenrir.5493

-We need acces to protection or some way to mitigate damage, classes like mesmer and necors have acces to them, why warriors dont since its the class that could benefit the most and its the class that will be justified to have because warriors wear HEAVY ARMOR.

That’s exactly why they do not.

Look at the classes you called out for having protection and/or evasion built into their attacks:

Elementalist: Evasion, Regen, Invulnerability, Protection – EHP: 10.8k
Thief: Evasion, Regen, Stealth – EHP: 11.5k
Guardian: Regen, Protection, Aegis- EHP: 12.5k
Mesmer: Evasion, Regen, Protection, Aegis – EHP: 15.0k
Ranger: Evasion, Regen – EHP: 16.2k

Warrior EHP: 21.2k

A warrior can soak up twice as many hits as an elementalist, and that is without factoring in armour attributes. An elementalist in full knights armour still only has EHP of 15.5k – let that sink in a moment:

A warrior in full zerker armour is still around 25% tougher than an elementalist trading off most of their DPS for survivability. If a warrior gears for toughness too, then that number skyrockets to over 30k EHP; but this is why warriors make such good DPS in dungeons and PvE; a warrior can sacrifice all of their survival attributes for raw DPS, and still come out tougher than any other class wearring full survival gear, and it is also why other classes are given active survival options like protection, regen and evasive attacks to balance the books. The only odd one out in that list is Mesmer, which has both a relatively high EHP, and also has very good access to defences; however this seems to be offset by the fact mesmers also have rather low sustainable DPS and is a point of contention in the mesmer community itself (Anet keeps bufing our survival yet nerfing our offence)

Even then in party PvE those non-warrior friends of yours are likely sharing their protection and boons with you so you’re only going without if you are running solo, or try running a party made entirely of warriors. PvE is not an area warriors need help or buffs in (Now, PvP… that’s a different story)

Yeah warrior hp its high but you know what, it dosent matter because every class can dish out high amounts of damage on us and we cant do anythting about it we are just punching bags and guess what, our infamous hp pool last us for 4-5 seconds, and gues what, the 11k of a thief can last a lot because he can evade damage completely, he can stealth and run , classes with that low hp are not underpowered they are overpowered compared to warrior because they have a lot of means to just no take damage at all, and warrior cant, to compensate that BS we should have like 100k hp really.

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

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Posted by: Olba.5376

Olba.5376

That’s exactly why they do not.

Look at the classes you called out for having protection and/or evasion built into their attacks:

Elementalist: Evasion, Regen, Invulnerability, Protection – EHP: 10.8k
Thief: Evasion, Regen, Stealth – EHP: 11.5k
Guardian: Regen, Protection, Aegis- EHP: 12.5k
Mesmer: Evasion, Regen, Protection, Aegis – EHP: 15.0k
Ranger: Evasion, Regen – EHP: 16.2k

Warrior EHP: 21.2k

A warrior can soak up twice as many hits as an elementalist, and that is without factoring in armour attributes. An elementalist in full knights armour still only has EHP of 15.5k – let that sink in a moment:

Oh come on, do your research.

You’re quoting Effective HP numbers from GW2 BuildCraft. Those numbers are base HP multiplied by 1 + (armor/1836). They do not take into account any of the boons that you have.

Also, you completely omitted Necromancer from your list. They get a base EHP of 18.3k. Also Engineer, at 16.2k.

But if you ask me, the issue is that the heals just don’t balance to the base HP amounts and access to Regeneration/Protection. Eles and Guardians get the best heals and have notorious access to Protection and Regeneration.

(edited by Olba.5376)

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Posted by: Fenrir.5493

Fenrir.5493

Bump, warrior is still the worst pvp class ever. =P

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

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Posted by: Fenrir.5493

Fenrir.5493

There are some other suggestions in the warriors forum like the banners beign carried on the back, and having burst abilities that gives boons and conditions in an area according to the banner.

Talking about banners, the fast hands trait its bugged when you use banners, if you change the banner to your weapon you get full cd of weapon swap, someone posted it in warrior forums i dont know if he posted it on the bug section.

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

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Posted by: deadhunger.1290

deadhunger.1290

hi, just like to add a few suggestions for warrior sustain and i guess warrior gameplay altogether.
not sure if these were already mentioned before but i’m gonna list ’em down anyway. here goes:

I. Increase blocking capabilities
first off, i would love protection on warrior but i don’t think they’ll give it to us – ever (?). so why not give us more damage mitigation through blocks. currently we have 3 skills with blocking capabilities (shield 5, mace 2, and sword 5) but only the shield does it effectively.

how about make mace #2 and sword #5 block 2-3 hits max for the duration of the channel? channel can still be cancelled for activatable effect. mace #4 could also be 3-second channel block (block 2-3 hits max) secondary-activatable skill still gives vuln.
(imagine dual maces, or mace-sword/sword-mace hybrid cc-bleeder)

with this, i think it’ll make us more viable as a bunker, give more reason to use mace -20% cooldown trait as well as the missile reflection trait (even if separate from shield mastery). this also promotes build diversity.

some more traits that synergies well with this would be mighty defenses (gain might on block which could be improved to grant ~2s of retal on block).

II. Evade on mobile skills/more mobile skills
im sure this has already been suggested, but just to prove a point. warriors have the best (or at least voted as having the best) mobility in the game, and counting the fact that we need to stick to the target to at least put up a fight, i strongly suggest that mobile skills should have evade. or at least make this traitable via mobile strikes or make it a new trait.

sword 4, rip (after impale) could also be a leap skill. (imagine wielding dual swords with 2 leap skills – epic)

GS 5, rush could also be a leap – would look better for my taste. OR at grant evasion OR at least immunity to movement impairing conditions. although i’ll be happy if they just fix it LOL.

axe 2 and/or 4 could be a leap skill too. maybe give it 300 range or something? (3 short distance leaps while dual-wielding axes would look awesome too)

increase axe burst range to 600 or at least 450.

TL;DR
suggestions are:
- make mace 2 & sword 4 block 2-3 hits max during channel
- make mace 4 a channeling-block skill, 2-3 hits max during channel. make the vuln as secondary effect
- mighty defenses to grant 2s of retal on block in addition to might.
- add evasion to mobile skills (or make available via trait)
- make sword 4 (rip) a leap attack
- make either axe 2 or 4 a 300 distance leap – or both
- increase evis distance to 450 or 600

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Posted by: Fenrir.5493

Fenrir.5493

Bump, there are lot of great ideas here for the devs i hope more are coming, and i hope devs do read this things.

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

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Posted by: PwnerElite.6418

PwnerElite.6418

What we need is simple actually – as simple as ur skills that does damage olny.

Doesnt matter what weapons set we will put up – there always should be 2 blocks on two hand weapons, and 1 per one hand weps, some of them can carry evade (axe 2 seems to be good candidate) instead of block. All of them should have damage on pair with mace block. Thats first step to improve sustain.

Step 2 – doesnt matter what class u pick, all of them have something else than just damage of some laughable vul stack. We need to have spread some short vigor, regeneration, switness, stability on them. As for stability i would think about skills like shield stance and..burst skills.

Step 3 – Looking at the other classes we sees to be underpowered, Thats false. Warrior is actually balanced, other classes are simply op comparing them to warrior. Key is: do u will nerf 7 classes into ground to warrior level, or u will improve warrior to match rest? Selfrooting, obvious, slow cast skills – we need to get rid of them all. Theres no trick, not a single boom more when u can say “wow, i dindt seen that killshot coming” not to mention that we actually need to set them up as without any help they are hard to land

Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.

Step 5 – Adrenaline mechanic. Best example is cleansing ire. Its seems to be good..problem is..we have to rely on burst skills to land in order to remove conditions, its even funnier with blind that got bugged. I would like to see a F2, F3, F4 to be build into our mechanic rathen than picking a special trait to limit urself. Example how its could work:

F2 – Cleansing ire – spend our adrenaline on curing conditions, and gain health (1 condition per bar, heal for 1k per bar)
F3 – Defensive stance – spend our adrenaline on highter damage reduction (10% per bar) lasts for 5 sec. Damage is decreased by 5% per par
F4 – Agresive stance – spend our adrenaline on highter damage output (5% per bar). Hits taken are increased by 5% per bar spend

Step 6 – Healing abilities. If all the steps above will be done, all we need is little tweaking like some cd reduction, buffing signet to around 300hp/sec.

Hope i dindt wasted my time on writting that. Thats just my opinion and a review from my point of view on warrior based on my own experience in tpvp/wvw/pve. Over 2k hours played and keep counting.

This is an amazing idea. I hope Anet reads this!

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Posted by: NinjaEd.3946

NinjaEd.3946

I stopped at," the most op class, thief"

Not at all op. Try playing one and doing what you see as “op”. Also engineer can have perma vigor (if it’s not stolen) ranger has multiple evade skills and a passive 50% regen to endurance from a minor trait, ele can burst heal, necro has 2 health pools, guard can full heal, mesmer goes invulnerable. Not complaining, just sayin almost everyone has their ways to sustain, warrior has shout heals which to an extent are effective but they don’t match up as well.

Again, try playing a thief in all 3 aspects of the game (pve, wvw, pvp) and see where they stack up against others. You’d suprise yourself.

“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: silentnight warrior.2714

silentnight warrior.2714

I stopped at," the most op class, thief"

Not at all op. Try playing one and doing what you see as “op”. Also engineer can have perma vigor (if it’s not stolen) ranger has multiple evade skills and a passive 50% regen to endurance from a minor trait, ele can burst heal, necro has 2 health pools, guard can full heal, mesmer goes invulnerable. Not complaining, just sayin almost everyone has their ways to sustain, warrior has shout heals which to an extent are effective but they don’t match up as well.

Again, try playing a thief in all 3 aspects of the game (pve, wvw, pvp) and see where they stack up against others. You’d suprise yourself.

Thief is in the same level that other OP classes you mentioned.
The problem is not being OP, its warrior being UP. ANet buffed the classes and forgot the warrior. Now we need to be buffed to be at same level as the other OP classes.

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Posted by: Seed.5467

Seed.5467

Here are some simple changes, that i think will improve the warrior.

Strength traits :
Merge „Berserkers Power“ with „Bersekers Might“ to new Grandmaster Trait. Let´s call it :“Warriors Rage“ : Gain 2 strikes of adrenalin every 3 seconds in combat. Increases damage based how much adrenalin you have built.
Stage 1: 5%
Stage 2: 10%
Stage 3: 15%
Merge „Slashing Power“ and „Great Fortitude“ to a new Grandmaster Trait. Let´s call it :“Slashing Power“
: 5% of Power is given as a bonus to vitality. Greatsword and spear damage is increased by 10%.
Make „Axe Mastey“ an Adept trait. And make „Dual Wielding“ a Master trait.
Change „Reckless Dodge“ from „Damage foes at the end of a dodge roll.“ to „Apply 1 sec cripple to foes at the end of a dodge roll“.
Change „Building Momentum“ from „Burst skills restore endurance“ to „Gain 10% endurace regeneration, for every stage of adrenalin you have build“.
Change „Stick and Move“ from „Get a damage bonus when endurance is not full.“ to „Incoming blind, immobilise, Chill, and Cripple durations are reduced by 33%.“

Arms traits :
Make „Blademaster“ an Adept trait.
Merge „Deep Cuts“ and „Rending Strikes“ to a new Master Trait. Let´s call it : „Blade Fury“
: You have a 33% chance to cause vulnerbility on critical hits, and bleeds you apply lasts 50% longer.“
Merge „Forceful Greatsword“ and „Opportunist“ to a new Grandmaster Trait. Let´s call it : „Greatsword master“
: Gain 10 seconds of fury when you immobilize a target( This Effect can only occur once every 10 seconds). Gaing might on a critical hit with a greatsword or spear.Greatsword and spear skill recharge 20% faster.
Change „Deep strike“ from „Gain +40 for each unused signet you have equipped.“ to „33% chance to cause weakness on critical hits“
Merge „Furious“ and „Last Chance“ to a new Grandmaster Trait. Let´s call it „Furious last chance“
: Gain tripple adrenalin on critical. Your sword attacks are 33% faster. You are taking 25% more damage.( This effect will triger once every 15 seconds)
Defence Traits
Merge : „Shield Master“ and „Missile Deflection“ to a new adept trait. Let´s call it : „Hedgehog´s Defence“
„: 5% of Power given as bonus to toughness while using a shield. Shield skills recharge 20% faster. Reflect missiles whenever you are blocking.“
Remove „Dogged March“ and „Sure Footed“ and add a new adept trait. Let´s call it : „Defensive Stance“
: Gain 33% Damage Reduction (this effect can only be gained once every 10 seconds). Increases stance duration by 25% .
Merge : „Sundering Mace“ and „Merciless Hammer“ to a new master trait. Let´s call it : „Thor´s Power“
:Hammer and Mace damage is increased by 15% when a foe is weakened.Your attacks are 33% faster and you taking 25% more damage.( This effect will triger once every 15 seconds). Reduces cooldown on Hammer and Mace skills by 20%.
Merge : „Cleansing Ire“ and „Spiked Armor“ to a new Grandmaster trait. Let´s call it: „Warriors Wrath“.
:Gain adrenaline when hit. Remove a condition for every bar of adrenaline. Gain 5 seconds of retaliation when struck by a critical hit (This effect is triggered once every 15 seconds).

Tactics traits
Change : „Determined Revival“ from „Gain 5 extra toughness per level while reviving.“ to „Increases revive speed by 10%“ and make it Master.
Change : „Fast Healer“ from „Increases revive speed by 10%.“ to „Reduce cooldown on heal by 20%.“ and make it Adept.
Merge „Desperate Power“ and „Empower Allies“ to a new adept trait. Let´s call it : „Tactical Power“
: You deal 20% additional damage while below 50% maximum health and increases the power of nearby allies by 150 points.
Merge „Inspiring Banners“ and „Empowered“ to a new adept trait. Let´s call it : „Inspiring Power“
:Increases damage for every boon on you. Banners apply their bonuses to a larger area. Banners recharge 20% faster.
Make „Quick Breathing“ an adept trait.
Merge „Lung Capacity“ and „Shrug it off“ and make it a new master trait.

Discipline Traits
Make „Fast Hands“ an Adept trait, and make Versatile Rage a Master trait.
Merge „Inspiring Shouts“ and „Vigorous focus“ to a new adept trait. Let´s call it :“Warriors Focus“
: Gain Vigor and Adrenaline whenever you are using stance or shout.
Merge „Sharpened Axes“ and „Destruction of the Empowerd“ to a new master trait. Let´s call it :“Warriors Taunt“
: Deal 3% bonus damage per boon on your target while you axe skill recharge is reduced by 20%. Gain extra adrenaline with axe on critical.
Merge „Signet mastery“ and „Mighty Defences“ to a new adept trait. Let´s call it :“Warriors might“
: You gain might when you block an attack and your signets recharge 20% faster.
Merge „Mobile Strikes“ and „Sweet Revenge“ to a new master trait. Let´s call it :“Back from Death“
: 100% chance to rally if you kill someone while in vengeance and your movement skills breaks immobilize.
Regards
Seed

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Posted by: Fenrir.5493

Fenrir.5493

Keep this topic constructive and ignore flaming nonsense posts, if you dont main a warrior just one thing:

Mind your own bussines.

By the way, in the Current state of the game they talked a bit about warrior, only a bit, and they promised more sustain… i hope this time its true:

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

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Posted by: Olba.5376

Olba.5376

Change „Stick and Move“ from „Get a damage bonus when endurance is not full.“ to „Incoming blind, immobilise, Chill, and Cripple durations are reduced by 33%.“

So you want to give a passive Dogged March sans Regeneration?

Change „Deep strike“ from „Gain +40 for each unused signet you have equipped.“ to „33% chance to cause weakness on critical hits“

I think this is a bit too powerful, considering that Weakness cuts all damage now and we already have Cull the Weak and Sundering Mace.

Merge „Furious“ and „Last Chance“ to a new Grandmaster Trait. Let´s call it „Furious last chance“
: Gain tripple adrenalin on critical. Your sword attacks are 33% faster. You are taking 25% more damage.( This effect will triger once every 15 seconds)

Excuse me? What the hell? So you’re saying that once every 15 seconds, I get to take 25% more damage for an unknown duration of time? I don’t see any point here.

Remove „Dogged March“ and „Sure Footed“ and add a new adept trait. Let´s call it : „Defensive Stance“
: Gain 33% Damage Reduction (this effect can only be gained once every 10 seconds). Increases stance duration by 25% .

So now, instead of going 10 into Defense, I have to go 25 into Strength? No thank you.

And passive Protection? I think not.

Merge : „Cleansing Ire“ and „Spiked Armor“ to a new Grandmaster trait. Let´s call it: „Warriors Wrath“.
:Gain adrenaline when hit. Remove a condition for every bar of adrenaline. Gain 5 seconds of retaliation when struck by a critical hit (This effect is triggered once every 15 seconds).

Oh come on? You’re making people go 25/x/30/x/x for a benefit they could previously get with 0/0/20/x/x?

Change : „Fast Healer“ from „Increases revive speed by 10%.“ to „Reduce cooldown on heal by 20%.“ and make it Adept.

A 10 point trait that reduces healing cooldowns by 20%? That’s rather powerful.

Ok. All I am seeing is a ton of combinations, most of which don’t really make sense and moving stuff around.

By the way, in the Current state of the game they talked a bit about warrior, only a bit, and they promised more sustain… i hope this time its true:

Well, they mentioned that the could not quite come to an agreement on whether the Healing skill cooldowns in the leaked patch notes were too powerful in PvE and WvW. Curiously, they mentioned having considered upping them in sPvP only.

(edited by Olba.5376)

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Posted by: Fenrir.5493

Fenrir.5493

I was seeing this video from beta:

I can say for sure that devs nerfed ARMOR a lot, warrior in his current state has not even half of that mitigation damage, and they nerfed damage too, but the thing thakittens more obvious is the reduction in mitigation from armor.

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

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Posted by: Seed.5467

Seed.5467

So you want to give a passive Dogged March sans Regeneration?

Think of it this way. Currently you need to invest 10 points to get Dogged March. If you do that, you have to choose between other usefull traits, for example “Shield Master”, “Sure Footed”, “Missile Deflection”. With the change that i proposed, you will free the warrior and will make him better, since now will also reduce Blind by 33% as will with Chill,Cripple,Immobilize.

I think this is a bit too powerful, considering that Weakness cuts all damage now and we already have Cull the Weak and Sundering Mace.

I do not think, would be powerfull. Other weapons would benefit also from that. Sword for example.

Excuse me? What the hell? So you’re saying that once every 15 seconds, I get to take 25% more damage for an unknown duration of time? I don’t see any point here.

Sorry, since my enlgish is bad, i think i haven´t made it clear. What i am saying that 33% attack speed and 25% damage will, trigger every 15 sec for the duration of 15sec. In my opinion Warriors that running Mace and Hammer could benefit from it, since there slow and telegraphed. If that is too much, maybe this effect will trigger when the opponents HP drops to 20%. instead? or instead of 15sec the duration will be 5sec ?

So now, instead of going 10 into Defense, I have to go 25 into Strength? No thank you.

I never met a warrior that is not using at least 20 point in Strengh line(Physical Training). The benefits that you will gain form 5,15,25, traits will make it worth it all the way. At least this is my opinion.

And passive Protection? I think not.

Why not? It would give the warrior the necessary damage mitigation that needs, since the warrior lacks the tools to disengage from battle.

Oh come on? You’re making people go 25/x/30/x/x for a benefit they could previously get with 0/0/20/x/x?

The only reason, previously to invest 20 points was for Cleansing Ire alone. There was no other reason at all. Currently, the Cleansing Ire works actively when ever you using you burst. With the change that i proposes, would make it worth the investment. Not only you will remove 3 conditions at full bar of adrenaline passively, but you also gain the benefit of Spiked armor on top of it. Combine that with the changes on Strength line 5,15,25 traits, as i have proposed, and you will be able to stay on your feet as a warrior and fight.

A 10 point trait that reduces healing cooldowns by 20%? That’s rather powerful.

Not more powerfull, than reducing the cooldown on heals by 5 sec.

Ok. All I am seeing is a ton of combinations, most of which don’t really make sense and moving stuff around.

Well, that is your opinion and i respect it. In my opinion however, because you have a ton of combinations availiable, would open build variety with different weapons, while giving the warrior some tools to stay in fight and fill it´s role as a warrior.

Regards

Seed

(edited by Seed.5467)

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Posted by: Fenrir.5493

Fenrir.5493

Bump again…………….

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

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Posted by: Fenrir.5493

Fenrir.5493

bump………..

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

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Posted by: Fenrir.5493

Fenrir.5493

Ok more suggestions:

-Movility skills should grant us evasion.and this could be merged with movile strikes

-The 10% more critical chance on sword should give 20% reduction on sword skills too.

-Yes, the reflecting missiles every time you block should be in the shield trait too and add another more usefull trait in there.

-Tactics minor traits need to be reworked reviving speed and toughness while reviving… nah, replace them for something morsefull like:

-healing every time you use a burst skill in the grand master, or gain regeneration.
-remove 2 condition each time you gain regeneration in master or each time you heal
-Increase healing power by something in adept

-Definitely get rid of those traits that reward you for not using adrenaline, those passive effects for sitting on adrenaline are bad.

-Adrenaline health is one example just change it so the effect will stay when you are full and then use your adrenaline and it will fade over time to the minimum level.

-Sure footed trait in the defense line should give 20% reduction cd on stances instead of 1 second duration…

-Definitely rush needs to be like bulls charge with no knock down.

-Warhon should convert more than 1 condition in a boon with the quick breathing, let us be realistic here, conditions are everywhere you have like 10 applications of everything and you convert 1 condition with warhorn… its just not that usefull.

-This is another… f2 bursting skills for offhand and 2 handed weapons, just to add more variety and utulities complexity to the class.

-Banners Burst skills, depending on the banner you do a burst that gives boons to the party members and gives conditions to allies, like i said, depending on the banner you used.

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