(edited by Interpret Interrupt.3824)
K pop war wish list
These are really good recommendations. I’d add to maybe combine shield mastery and missle reflection and maybe make dualwielding work with all offhands?
I think the healing cd is coming. I do like the other suggestions though especially the GM trait for ’can’t stop this’ (can’t interrupt movement skills)—it would fit under the image of a warrior being all aggressive.
Edit: I would like warrior’s GS 5 to be more like a dash through ability as opposed to a run-up and hit. Or maybe make it equivalent to bull’s charge except w/o the kd.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
(edited by ArcTheFallen.7682)
Traits——-
Tactics or Defense minor/major trait- Remove a condition at the end of dodge rollDiscipline 25 points- Remove a condition on weapon swap. Currently it is gain 1 might on weapon swap for 25 points.
This would fix our condition problems amazingly well. If we had this and the healing cooldown I think our sustain would be much better
Send Gold to: Chrispytoast
Very solid list of suggestions, well done.
Now just hope someone at Arena Net reads this, and gives some feedback (aka posting that they have read it).
#allisvain
20 seconds of stability is a bit off in crazy land. Warriors have issues with sustain, but making them uncontrollable during fights given their raw damage output is a bit nuts.
Cleansing ire removing condis on burst use rather than hit creates a problem where you can use a burst multiple times if it doesn’t connect, which would make you invulnerable to condis in certain matchups.
Besides that, though, the suggestions look pretty good. I’d add some beef for offhand mace, though.
Yes and remember we can’t become and unstoppable force “anet” 10months later…………….lol.
But for real look what kpop came up with just himself just knowing the class, some may be op some may not but it is a true start not whats going on now with putting traits kitten backwards where they are useless things like this that anet is doing.
Anet does have some good ideas also i am just wondering when they will add them because maybe its just me but everything they do seems to be 1 step forward 2 steps back.
The sad put is were in no better shape then we were 10 months a go as a whole i mean. There have been improvements and nerfs, but as a whole we still have no defined place in a team that i can find atm anyhow. Every other class can do it or do it better. So i hope anet reads this post and other post from reliable warriors and really takes some thought to what is being written down, and implements it ina way that is actually useful to this class,game ,and meta. Thanks k pop and also defektive who have been working hard for us warriors.
+1
Especially to the deal with shield stance. Having a necro burst you down while you sit there with your shield up is nothing short of depressing. Unblockable attacks have been balanced around bunker classes (specifically guards), and warriors suffer for it.
Phaatonn, London UK
20 seconds of stability is a bit off in crazy land. Warriors have issues with sustain, but making them uncontrollable during fights given their raw damage output is a bit nuts.
Cleansing ire removing condis on burst use rather than hit creates a problem where you can use a burst multiple times if it doesn’t connect, which would make you invulnerable to condis in certain matchups.
Besides that, though, the suggestions look pretty good. I’d add some beef for offhand mace, though.
The stability is simply put, I feel like the elite is not defining. Honestly to play dedicated melee you have a window and the stability would make you more productive in that window. People need a reason to fear the melee like you fear a ranger using Rampage as One. That elite is one of the best self buffs in the game.
Maybe stab uptime could be 30%-50% of the duration of the other buffs something like:
Signet of Rage activation 1 sec cd 60 sec 48sec traited
Passive gain 1 strike of adrenaline every second
Active: gain stability 15 sec, fury 30 sec, might (3-5)x 30 sec, swiftness 30 sec.
Make the stability apply in a way such that it would be the first or second boon removed when targeted.
I didn’t suggest buffs for items I do not use as often. That is why I excluded offhand items. I will add the warhorn suggestions once I narrow them down what exactly needs a change.
+1
Especially to the deal with shield stance. Having a necro burst you down while you sit there with your shield up is nothing short of depressing. Unblockable attacks have been balanced around bunker classes (specifically guards), and warriors suffer for it.
You have to be careful here because I do not want unblockable stuff to just outright miss. My concern is how you still can take effects from fields. I have walked through poison fields or still received conditions from mesmer phantasms and clones while still in shield stance.
If a necro waits to use his unblockable fear once I hit shield stance, that is a skill play and they should be rewarded by having me come out of shield.
+1
Especially to the deal with shield stance. Having a necro burst you down while you sit there with your shield up is nothing short of depressing. Unblockable attacks have been balanced around bunker classes (specifically guards), and warriors suffer for it.
You have to be careful here because I do not want unblockable stuff to just outright miss. My concern is how you still can take effects from fields. I have walked through poison fields or still received conditions from mesmer phantasms and clones while still in shield stance.
If a necro waits to use his unblockable fear once I hit shield stance, that is a skill play and they should be rewarded by having me come out of shield.
Being cc’d out of shield stance isn’t the same as being cleaved while channeling it however. Wells for instance have intended unblockable properties. But lets not make this post about necros
Phaatonn, London UK
I like the idea of stability on signet of rage, that would make me actually WANT to use my signet, instead of it just laying around on my build
For cleansing ire, just make it take off cooldowns based on adrenaline when you activate your burst skill (even if it doesn’t hit) and just give it a cooldown, I believe 10 seconds would work.
And about rush… seriously, am I the ONLY ONE that almost CONSTANTLY hit people with it?
These are great ideas, but we also have A lot of issues stemming from our weap skills as well. I think savage leap and rush on GS either need a small Aoe at the end or WAAAAY better pathing. I think Final Thrust needs either a quicker fast time or a shorter cool down. The responsiveness of this ability needs cleaned up. If they don’t like your thoughts on shield block bring the cool down down a bit.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
There has to be something to make melee weapons reasonable.
I’d suggest some sort of immunity to slowing conditions (cripple, chill) while using a gap-closer. So engage a fight means you actually can retreat and meanwhile you are also able to land your cap-closers.
Don’t know why the warrior still has no access to this, as gap-closers are so important for every melee class (or ports / shadowsteps in the case of the thief).
Just let mobile strikes remove chill and cripple too >_>
Main Hand Axe (3) – " Throw Axe " : Also applies 3?5? seconds of swiftness.
Offhand Axe (5) – " Whirling Axe " removed. Replaced with " Dredge Line "
Throws out a axe on a chain that behaves like engi’s down state 2 grapple hook. Fires at a target but first enemy it hits will get pulled to the warrior and a brief knockdown. Counterplay by smart positioning between you and your bunker etc.
Utility " Stomp " changed to " Leap " Leap 900 yard range and knockdown NOT knockback enemies.
Adrenaline skill for GS " Arcing Slice? " removed. Changed to " Bladestorm " Power based skill that provides stability for the duration, similar to daggerstorm for thieves. Spinning for x time does aoe power cased damage as mentioned similar to daggerstorm for thieves etc.
Edit: " Offhand Axe (4) – “Dual Strike” changed to a 600 yard range average speed moving axes animation similar to the Rexxar dude from dota where he threw out the 2 axes in a frontal cone that looped back to him…hope someone knows what I mean.
(edited by Zanthrax.6538)
Many ppl underestimate the dominance of AoE in this game, which is restricting the warrior completely. Giving warriors the option of more CC or dmg won’t solve the core issue of this problem.
Your version of cleansing ire is a little bit too strong, just make it cleanse a condition for every adrenalinebar gained.
Your version of cleansing ire is a little bit too strong, just make it cleanse a condition for every adrenalinebar gained.
But that make it NOT cleansing on-demand and some kind of passive nonsense trait. That’s a huge difference. I’d much rather have it on 5-second ICD or something and cleanse on burst activation.
Your version of cleansing ire is a little bit too strong, just make it cleanse a condition for every adrenalinebar gained.
But that make it NOT cleansing on-demand and some kind of passive nonsense trait. That’s a huge difference. I’d much rather have it on 5-second ICD or something and cleanse on burst activation.
I want it on F2.
Yea I figure might as well seeing as at least it will be seen and possibly internally tested. Who knows, but if you don’t put yourself out there, no one will ever hear you.
Wish list:
Skills———
Shield block: changes either 1 or 2.
1) Change from block to evade or invulnerability. Currently you still can get controlled and take conditions while you are blocking.
This occurs with every class, not just Warriors. Sometimes when playing Engie and using Gear Shield, I get hit by burning ticks from an engineer tossing grenades.
2) Make movement impairment skills duration -100% while using shield block. It is mainly used for disengagement and it would help get away.
How would this work? How do you impair people whilst blocking?
Reduce cd of healing skills by 20-25%
This would be cool.
Remove rooting aftercast on staggering blow so hammer cc chain is cleaner. It is not the skill aftercast that is an issue, it is the rooting that comes after the skill is over.
Never noticed this one. Probably because I always follow SB with Earthshaker.
Signet of Rage- Add stability 20 sec. Elite needs to be a little more defining. Currently it is just a 10th skill and not a game changer. Most warriors almost always use it on cd unless running Lyssa runes.
hmm… I don’t know about this. I think having Stability on the signet would be nice but Necros would just instantly corrupt it along with my lovely 5 stacks of might but it would still be good when fighting none necros.
Grandmaster trait somewhere- gain evasion during movement skills duration. Or movement skills cannot be interrupted. Being interrupted mid bulls charge, eviscerate, rush, earthshaker, etc. is just so detrimental to the class. Something like channel ability can’t be rupted.
Sheesh, I’ve got to say this would be awesome BUT….. the OP potential is off the Richter scale. Maybe if the duration for the evade is about a quarter of a second or half a second it might work but if it’s the full duration of the movement skill….. I think Thieves would have to be sent home.
Grandmaster discipline- burst skills cannot be blocked or blinded. Still can be dodged, evaded, or invulnerable against.
Let’s call it, Blind Rage.
Cleansing ire- needs to remove conditions on burst use, not after burst is hit. But maybe this would cause issues of bursting mid air?
——-Edit: If this was an issue, thing about it like this: I would have to use a burst, weapon swap and use a burst again, just to remove a max of 6 conditions. Both bursts and weapon swap would be on cd now so it would balance out in that regard. It is not like you could just burst air repeatedly because it does go on cd miss or not.
Don’t you think this is a bit like rewarding you for failing?
Definitely some really good ideas here.
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash
Cleansing ire- needs to remove conditions on burst use, not after burst is hit. But maybe this would cause issues of bursting mid air?
——-Edit: If this was an issue, thing about it like this: I would have to use a burst, weapon swap and use a burst again, just to remove a max of 6 conditions. Both bursts and weapon swap would be on cd now so it would balance out in that regard. It is not like you could just burst air repeatedly because it does go on cd miss or not.Don’t you think this is a bit like rewarding you for failing?
Definitely some really good ideas here.
Thief and Ranger dodge skills still grant evade if you don’t hit with them. Ele’s Cone of Cold still heals himself if it doesn’t hit enemies. I don’t see why our trait that we have to spend 20 points into defense on can’t follow the same rules on the basis of “being OP”.
I really wanted to provide constructive tweaks to try and bring us up. But frankly in the AoE condi meta, the only way we have a chance is if each of our attacks hit for like 5000 damage.
We are just gone from competitive play at this point. I tried to bring it within earshot but unless the team is made for it, it does not fit.
I really wanted to provide constructive tweaks to try and bring us up. But frankly in the AoE condi meta, the only way we have a chance is if each of our attacks hit for like 5000 damage.
We are just gone from competitive play at this point. I tried to bring it within earshot but unless the team is made for it, it does not fit.
I wouldn’t mind that…
Nice ideas. I’m working on my own suggestion list, though much, much longer… should be ready in 2-3 days.
because gratitude is a burden and revenge a pleasure.”
If they can combine the Slashing Power trait and Forceful Greatsword trait, that will be beautiful.
If they can combine the Slashing Power trait and Forceful Greatsword trait, that will be beautiful.
Honestly if they did that, then it would have to become grandmaster. Extra flat damage, reduce cd, and might gain would be so much for 20 points. Then we have to figure out if it goes in strength or arms. And that would be huge in terms of builds.
If they put the new trait that I mentioned into strength 20, that will open up so many viable builds for warrior. I don’t see any point to put it in grandmaster because warrior is under-power, we need to buff it hard to see what’s going to help for warrior.
All I am saying is if you look at every level 20 trait, the one you are proposing would eclipse its ability. It would be too powerful for master level.
I really wanted to provide constructive tweaks to try and bring us up. But frankly in the AoE condi meta, the only way we have a chance is if each of our attacks hit for like 5000 damage.
We are just gone from competitive play at this point. I tried to bring it within earshot but unless the team is made for it, it does not fit.
This might be one of a few times that the word meta was actually used correctly.
Seriously, thank you for this, there is atleast hope for this community.
I mean, the word meta was already misused alot in GW1 but in GW2 it is becoming quite rediculous.
-Yes 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.
(edited by Fenrir.5493)
JS, JP warrior changes thank you.