I think there are some interesting ideas, but a few necessary aesthetic concerns:
1. For the Mace #1 Attack 3, what is the combo field made of? I understand the desire for a combo field, but you’re wielding a blunt object in one hand. I have no idea what it could really be that would make any sort of sense.
2. For Hammer #3, I get the idea, but we aren’t Thor, or Wulfgar. Having a greatsword boomerang is already a bit of a stretch, but throwing a hammer at someone and having it somehow pull them back just seems aesthetically silly. I’d also personally rather have the conal cripple, but if they could make the movement more like Mighty Blow for Guardians (where the character leaps forward and slams down, providing movement but still making sense from an animation perspective), then it would be less of a mobility liability.
3. I use Greatsword all the time, and I would be heavily bummed by those changes. To be honest, moving 100B just frees up another ability slot that I would use more frequently, and then I’d probably almost never, ever use 100B. The bummer lies in 4/5. Bladetrail already doesn’t seem to do a very good job of being a predictive projectile when targeting an enemy, so when I hit someone on the way out, I feel good. If that turned into my only means of gap closing, I’d be horrified. Not only that, Rush is incredible. I know you’re looking at tPvP, but the consequences of WvWvW and even PvE and I’d venture sPvP/tPvP mobility give me a sad. The fact that it doesn’t often hit is almost a non-issue. It’s the long range dash that is the key that adds really good mobility for the weapon. A block would be nice I suppose, but the weapon seems geared more towards mobility, and blocking is in stark opposition to that design philosophy.
4. For Hammer #4, I think I’m the only one in the world who isn’t bothered by the self-root. I use it to follow up after an Earthshaker for clearing people away from the area, or for predicting when someone will be attacking and having the knockback already swinging when they get to me. It has its place, but if they wanted to make it so you could move while knocking back, they’d have to change the animation completely, and maybe reduce the AoE as well (even though it already isn’t very big).
5. For the Longbow F1, when is the boon removal applied? Is it ticked immediately, then every 5 seconds? Or is the first tick of removal after 5 seconds of being down? If it’s the former, I’d be concerned that it would almost be too good, and if it’s the latter, I’d be concerned that it would almost be a nonfactor.
6. For Longbow #1, I feel like there are already infinite ways to cripple. Putting it on something spammable in any class feels lame. I’m not sure what the answer is to spice this one up, but I’d personally prefer just about anything else. Maybe they can apply 1 second of burning or something to tie the weapon into a condition damage/burn theme.
Ok lets revise it then.
1) Mace has a Combo Field attack, not a creation of one. A ‘finisher’ where it does something but I have no idea what.
2) The problem with Hammer #3 is that its on a completely horizontal pane. If you’re above someone you have a 50/50 chance it actually hits based on elevation. I don’t have an exact idea of what to put there but I’d like some form of gap closer OR an AOE Buff where you kiss the top of the hammer and spin in a circle ending with a high five to your closest ally, giving them Vigor.
3) GS needs to have 100B revamped, its only intelligent. Maybe removing Rush went to far. How about
GS #5 (rush) – Targeted enemy becomes immobilized (2 seconds) Rush towards an enemy, crippling all enemies in your path.
4) Hammer #4 is only useful if you can time it right such as hiding behind a wall as they walk in. Or comboing into it, its not a skill you can actually use on its own without having a great chance of missing. There needs to be a way to actually make it MORE useful oppose to just a follow up. Maybe have a whirl like Axe #5 where it knocks back those in your path for say 3 seconds of a whirl. But the AoE is smaller.
5) First boon is removed after 5 seconds of the F1’s use. Giving enemies a chance to move out of the attack.
6) A burn on attack would be fine as well but the problem is are traits associated to burning (10% + dmg on burning foe) would have to be reworked as well. Otherwise the primary attack will always do +10% Dmg.