[Warrior] Warrior changes for SPVP viability

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

After spending some time testing different build and trying (in vain) to solve all flaws, I came to some good ideas which will make the Warrior a viable class for serious SPVP.
I will analyze all traits, utilities and weapon skills and write what changes they need.
I want to point out that suggested changes are SPVP ONLY. Ideas may stay the same, but values may need a tweak for PVE. So please consider them only for SPVP.

Take a look and say what do you think about it! ^^

WEAPON SKILLS

Sword

  • Burst skill: Need to be more responsive. Slightly increase normal damage.
  • Skill 1: Third hit “Final Thrust” should apply Bleed too. Duration 12 seconds.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Change to apply 2 Bleed stacks instantly and other 4 stacks overtime.
  • Skill 5: Change the block to block 3 attacks rather than 1. Each block will cause a riposte with slightly lower damage that applies 2 stacks of Bleed.

Hammer

  • Burst skill: Need to be more responsive, too big delay from button press to execution.
  • Skill 1: Fine.
  • Skill 2: Slightly increased to hit area.
  • Skill 3: Fine.
  • Skill 4: Change casting to enable casting while moving.
  • Skill 5: Change from single target to very small area of effect (around the target or in front of Warrior if target-less).

Longbow

  • Burst skill: Need a slightly improve to response. Slightly increase to normal damage.
  • Skill 1: Fine.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Increase damage.
  • Skill 5: Fine.

Axe

  • Burst skill: Fine.
  • Skill 1: Small damage decrease on third attack “Triple Chop” and decrease casting time from 1 1/2 s to 1 s.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Increase Fury duration per hit from 2 1/2 s to 3 s.
  • Skill 5: Very small increase to area of effect. Add “reflects projectiles” effect.

Greatsword

  • Burst skill: Add a small Endurance recover to it to make it more attractive.
  • Skill 1: Fine.
  • Skill 2: Reduce casting time from 3 1/2 s to 2 s. No damage change.
  • Skill 3: Fine.
  • Skill 4: Fine.
  • Skill 5: Need to fix the hit after the rush on moving target. Need fix on very big targets.

Mace

  • Burst skill: Fine.
  • Skill 1: Reduce Weakness duration on third attack “Pulverize” from 5 s to 4 s and reduce casting time from 1 s to 3/4 s.
  • Skill 2: Change the counter attack to apply Stun for 1 s.
  • Skill 3: Increase Daze duration from 1 s to 2 s.
  • Skill 4: Fine.
  • Skill 5: Small increase to projectile speed.

Rifle

  • Burst skill: Increase casting time from 1 3/4 s to 2 s.
  • Skill 1: Fine.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Slightly increase in damage. Reduce casting time from 1 s to 3/4 s.
  • Skill 5: Fine.

Warhorn

  • Skill 4: Add Combo Finisher: Blast to it. Add a buff to allies that makes them immune to Chill, Cripple and Immobilize for 2 s.
  • Skill 5: Add a refill of 50% Endurance to nearby allies.

Shield

  • Skill 4: Decrease damage. Increase Stun duration from 1 s to 2 s.
  • Skill 5: Fine.

Spear

  • Burst skill: Reduce casting from 3/4 s to 1/2 s.
  • Skill 1: Fine.
  • Skill 2: Increase cooldown to 10 s. Increase damage.
  • Skill 3: Improve casting time and execution speed.
  • Skill 4: Fine.
  • Skill 5: Fine.

Harpoon Gun

  • Burst skill: Fine.
  • Skill 1: Small reduce in damage. Should apply Bleed with duration depending on distance (2 s near, 4 s mid-range, 6 s far).
  • Skill 2: Make it instant cast.
  • Skill 3: Increase Bleed duration from 5 s to 6 s.
  • Skill 4: Increase Immobilize duration from 2 s to 4 s.
  • Skill 5: Fine.

(edited by Oni Link.4621)

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Posted by: Oni Link.4621

Oni Link.4621

HEALING SKILL

  • Healing Surge: Fine.
  • Mending: Fine.
  • Healing Signet: Great increase in passive effect from 200 base HPS to 300 HPS. Rename into “Signet of Healing”.

ELITES

  • Battle Standard: The initial Stability should be longer (from 3 s to 5 s). Tooltip has to be corrected. Increase duration from 60 s to 90 s. Change name into “Banner of Warlord”.
  • Signet of Rage: Fine.
  • Rampage: Utilities should be available during transformation. Add “break stun” effect. Add a small “leap” range to second skill “Kick” (similar to physical utility “Kick”).

UTILITIES

Stances
Add a small graphic effect for each stance.

  • Endure Pain: Increase duration back from 4 s to 5 s.
  • Balanced Stance: Fine.
  • Frenzy: Fine.
  • Berserker Stance: Each two pulsations remove a condtion (total of 4, with trait “Sure-Footed” total of 5). Add “break stun” effect. Increase cooldown to 30 s.

Banners

  • Banner of Defense: Increase Toughness and Vitality bonus from 170 to 180.
  • Banner of Strength: Increase Power and Condition Damage bonus from 170 to 180.
  • Banner of Discipline: Increase Precision bonus from 170 to 180.
  • Banner of Tactics: Increase Healing Power bonus from 170 to 180 and Boon Duration bonus from 10% to 15%.

Shouts

  • “For Great Justice!”: Fine.
  • “Shake It Off!”: Fine.
  • “On My Mark!”: Add Weakness to its effect, duration 10 s.
  • “Fear Me!”: Reduce cooldown from 80 s to 70 s.

Signets

  • Signet of Might: Change active effect to 5 unblockable attacks. Correct skill icon (currently black background instead of brown like other signets).
  • Signet of Fury: Change active effect to “your next 5 attacks apply 2 s Weakness and 10 s Vulnerability” (so 5 succesfull attacks mean 10 s Weakness and 5 stack of 10 s long Vulnerability). Increase cooldown from 24 s to 30 s.
  • Signet of Stamina: Correct tooltip in “improve toughness” (“reduce incoming damage” is misleading). Change passive effect to “remove a condition every 10 s”.
  • Dolyak Singet: Change active effect to Protection for 10 s. Change name into “Signet of Defense” (dolyak is “off-topic”).

Physicals

  • Kick: Increased damage.
  • Bolas: Make it unblockable.
  • Bull’s Charge: Fine.
  • Stomp: Increase damage.

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Posted by: Oni Link.4621

Oni Link.4621

TRAITS

Strength
Minor

  • Reckless Dodge: Change its effect to “remove a condition and deal damage when you dodge”. Cooldown 10 s.
  • Building Momentum: Fine.
  • Stick and Move: Increase damage bonus from 3% to 5%.

Major

  • Trait 1 – Death from Above: Fine.
  • Trait 2 – Restorative Strength: Add Vulnerability removal too.
  • Trait 3 – Great Fortitude: Fine.
  • Trait 4 – Short Temper: Fine.
  • Trait 5 – Berserker’s Power: Fine:
  • Trait 6 – Powerful Banners: Change effect to “banners heal when summoned”, base heal 1200, Healing Power ratio 1,5~2. Change name into “Restoring Banners”. Swap trait with “Empowered” from Tactics line.
  • Trait 7 – Distracting Strikes: Fine.
  • Trait 8 – Dual Wielding: Fine.
  • Trait 9 – Slashing Power: Decrease bonus from 10% to 5%.
  • Trait 10 – Axe Mastery: Add 20% axe skills cooldown reduction to the effect.
  • Trait 11 – Physical Training: Increase cooldown reduction from 20% to 25%.
  • Trait 12 – Berserker’s Might: Fine.

Arms
Minor

  • Precise Strikes: Fine.
  • Critical Burst: Fine.
  • Attack of Opportunity: Fine.

Major

  • Trait 1 – Deep Strike: Increase precision bonus from 40 to 60.
  • Trait 2 – Furious Speed: Increase swiftness duration from 3 s to 5 s.
  • Trait 3 – Deep Cuts: Fine.
  • Trait 4 – Unsuspecting Foe: Fine.
  • Trait 5 – Rending Strikes: Fine.
  • Trait 6 – Furious Reaction: Fine.
  • Trait 7 – Crack Shot: Fine.
  • Trait 8 – Blademaster: Add 20% sword skills cooldown reduction to its effect.
  • Trait 9 – Opportunist: Increase Fury duration from 3 s to 5 s.
  • Trait 10 – Forceful Greatsword: Fine.
  • Trait 11 – Furious: Fine.
  • Trait 12 – Last Chance: Increase Quickness duration from 4 s to 6 s. Decrease cooldown from 90 s to 80 s.

Defense
Minor

  • Thick Skin: Change effect to “increase endurance regeneration by 50%”. Not stack with Vigor (Vigor overlaps it). Rename into “Fight Inspiration”.
  • Adrenal Health: Fine.
  • Armored Attack: Fine.

Major

  • Trait 1 – Embrace the Pain: Add heal for a very small amount, ~50 HP.
  • Trait 2 – Dogged March: Increase Regeneration duration from 3 s to 4 s.
  • Trait 3 – Sure-Footed: Fine.
  • Trait 4 – Vigorous Return: Add a 5 s Stability on rally to effect.
  • Trait 5 – Missile Deflection: Fine.
  • Trait 6 – Cull the Weak: Fine.
  • Trait 7 – Sundering Mace: Fine.
  • Trait 8 – Last Stand: Reduce cooldown from 90 s to 75 s (due to Elementalist trait “Earth’s Embrace”).
  • Trait 9 – Shield Master: Fine.
  • Trait 10 – Merciless Hammer: Fine.
  • Trait 11 – Defy Pain: Fine.
  • Trait 12 – Spiked Armor: Increase Retaliation duration from 5 s to 8 s, increase cooldown from 15 s to 20 s.

Tactics
Minor

  • Determined Revival: Change to make it stack with “Rune of Mercy” 2-rune bonus.
  • Fast Healer: Fine.
  • Reviver’s Might: Change effect to “grant Regeneration for 5 s to nearby allies when you revive someone”. Change name into “Reviver’s Blessing”.

Major

  • Trait 1 – Leg Specialist: Fine.
  • Trait 2 – Empower Allies: Increase Power bonus from 70 to 90.
  • Trait 3 – Desperate Power: Increase damage bonus from 20% to 30%.
  • Trait 4 – Stronger Bowstrings: Change effect in “33% chance to apply Burning for 2 s on critical hit with longbow”. Rename into “Burning Arrows”.
  • Trait 5 – Inspiring Banners: Fine.
  • Trait 6 – Empowered: Increase damage bonus from 2% to 3%. Swap with “Powerfull Banners” (renamed “Restorative Banners”) from Strength line.
  • Trait 7 – Shrug It Off: Fine.
  • Trait 8 – Lung Capacity: Fine.
  • Trait 9 – Quick Breathing: Fine.
  • Trait 10 – Burning Arrows: Change effect into “20% longbow skill cooldown reduction, longbow skills range increased to 1200”. Rename into “Master of Bowstrings”.
  • Trait 11 – Inspiring Battle Standards: Fine. Rename into “Inspiring Standards”.
  • Trait 12 – Vigorous Shouts: Increase Healing Power ratio from 0,8 to 1,0.

Discipline
Minor

  • Versatile Rage: Should give 1 full bar of adrenaline (33%), which are 10 points (currently giving only 5 points).
  • Fast Hands: Fine.
  • Versatile Power: Fine.

Major

  • Trait 1 – Mighty Defenses: Fine.
  • Trait 2 – Thrill of the Kill: Change into “gain extra adrenaline and 3 stacks of Might for 10 s on a kill”. Swap with “Sharpened Axes”.
  • Trait 3 – Warrior’s Sprint: Increase movement speed bonus from 10% to 20%.
  • Trait 4 – Inspiring Shouts: Increase adrenaline points from 8 to 10.
  • Trait 5 – Heightened Focus: Fine.
  • Trait 6 – Signet Mastery: Fine.
  • Trait 7 – Sweet Revenge: Fine.
    *Trait 8 – Vigorous Focus: Change Vigor duration to 8 seconds independently on which stance is used.
  • Trait 9 – Sharpened Axes: Fine. Swap with “Thrill of the Kill”.
  • Trait 10 – Mobile Strikes: Fine.
  • Trait 11 – Burst Mastery: Fine.
  • Trait 12 – Destruction of the Empowered: Increase damage bonus from 3% to 5%.

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Posted by: Oni Link.4621

Oni Link.4621

EXPLANATIONS
This section will cover reasons behind suggested changes.

  • Weapon skill
    Changes to weapon skills are kinda self-explanatory. Most of them are improvement to current problem of landing them on moving targets, which is a big issue in SPVP. Some skill effects and damage is reduced but their execution speed is improved, to make their use more dynamic and less subject to skill-landing problem.
  • Healing skills
    Other self-explanatory change. Currently Healing Signet is useless, even in full Healing Power build. Its HPS is lower than Healing Surge and Mending so there is no point choosing it.
  • Elites
    Rampage need that change because the only reason why nobody take that skill is the lack of utilities, which mean no condition removal, no stun breaker and no heal. Too big sacrifice.
    Battle Standard change is too make it more similar to a “aoe boon” rather than just a “ressing skill”.
  • Utilities
    Berserker’s Stance change is absolutely needed. Currently there is no point in taking it and it can become a great condition removal tool, which Warrior lacks.
    Signets need a change too. Active effect of Signet of Might need an improvement to be more attractive SPVP-speaking. Signet of Fury active is simply worthless, need a rework as I suggested. Signet of Stamina is fine but with added Endurance regeneration from new “Thick Skin” trait, it may be more useful as a passive condition removal, that can be activated in condition-full scenarios. Signet of Dolyak rework is needed, because Stability was useless, it couldn’t stand against Balanced Stance. And Warrior lacks a “damage reliever”.
  • Traits
    This section is very long so I will cover some important points.
    The added “20% skill cooldown reduction” to some skill is very important. Other classes (like Mesmer) have it for all weapons. Warrior is a “master of fights and war” so he must have it too. It will also help to make the combat more dynamic and decrease the use of “autoattacks till cooldown has gone”.
    Strength
    The new trait “Restoring Banners” will improve the viability of a bunker Warrior. It provides an AOE heal burst, very useful in teamfights. The minimum cooldown of a banner is 96 seconds, so this heal won’t be too strong.
    Discipline
    “Embrace the Pain” improvement is also very important. It will increase by little Warrior’s survivability while making this trait more attractive. Dogged March improvement has same motivation.
    “Last Stand” change is caused by Elementalist’s trait “Earth’s Embrace”. That trait gives you Protection and Stability and you need only 10 points to activate it. “Last Stand” gives only Stability and you need 20 points for it, so its cooldown must be reduced.
    “Spiked Armor” change reason is to make bunker Warrior more viable.
    Tactics
    Minor traits have been changed to improve their use in SPVP.
    Longbow traits has changed to improve the possibility of a condition build.
    Vigorous Shouts healing increase needs to compensate for the new “Restoring Banners” trait.
    Discipline
    “Warrior’s Spirit” is going to be useful for a roamer Warrior. “Thrill of the Kill” will award kills and help to reach a killing spree. “Destruction of the Empowered” needs an improvement to stimulate investing 30 points in Discipline.
  • Other
    I suggested some skill and trait name changes to better reflect their nature or their new functionality.

FINAL THOUGHTS
I remind you that all suggested changes are SPVP oriented. They very likely need a tweak for PVE, but main issue for Warrior class and whole SPVP is a fast and serious buff. I said whole SPVP because right now SPVP is made of 7 classes.
Please comment below with your ideas and suggestions. If you approve my changes, then a “thumb up” may help the topic to be seen by developers.

This is only the first version and I will post a new version (or update this one, still have to decide) when ArenaNet will finally make a BIG change on Warrior.

Thank you for the patience to read the whole thing

(edited by Oni Link.4621)

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Posted by: Oni Link.4621

Oni Link.4621

BURST SKILL ATTRIBUTE

Check this topic:
Change to Burst Damage attribute

EDITS

  • 21/05 – Add change to Greatsword skill 2. Add change to Axe skill 5.

(edited by Oni Link.4621)

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Posted by: Serdoc.7261

Serdoc.7261

Some great ideas, especially the weapon set fixes.

I’m not sure, can you, umm…. do that again? ROM – 2015
#allisvain

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Posted by: JoakimFA.4713

JoakimFA.4713

Longbow

  • Burst skill: Need a slightly improve to response. Slightly increase to normal damage.
  • Skill 1: Fine.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Increase damage.
  • Skill 5: Fine.

Skill 1 of Longbow should have the bleed effect from RIfle’s Skill 1.

HEALING SKILL

  • Mending: Fine.

Mending needs to be on a shorter cooldown imo.

Signets

  • Signet of Fury: Change active effect to “your next 5 attacks apply 2 s Weakness and 10 s Vulnerability” (so 5 succesfull attacks mean 10 s Weakness and 5 stack of 10 s long Vulnerability). Increase cooldown from 24 s to 30 s.

NO.

Yoshioka [YUI] | Sea of Sorrows | Human Warrior. And a good looking one at that.
My Longbow tPvP Guide: http://tinyurl.com/Longbow-tPvP (out of date)

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Mending should remove all conditions (see “Consume Conditions” from Necro).
Balance stance should have a shorter cd and a shorter duration of stability (see “Stand your Ground” from Guard). The rest seems legit, without overpower the class. I like the slight increases/decreases.

Read It Backwards [BooN]

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Posted by: Psybunny.8906

Psybunny.8906

Why the hate on Signet of Fury? It has very nice synergy with lbow/axe builds that burn adrenaline fast. Insta full adrenaline to get max out of Healing Surge or for burst on demand. 5 vulna+weakness is hardly any replacement for it. :/

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Posted by: Lumpy.8760

Lumpy.8760

i can’t find any changes in your list that i like

this warrior necro hate snowball is ridiculous

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Posted by: Dororo.7561

Dororo.7561

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

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Posted by: Daecollo.9578

Daecollo.9578

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

[Warrior needs help in SPVP/PvP]

Other classes: LTP!

Hero {} Roleplayer {} Friend {} Professional Princess Saver
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Posted by: Oni Link.4621

Oni Link.4621

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

I spent some time playing Warrior and trying different approaches and builds before writing these suggestions. I have never said that Warrior need a TOTAL rework, I just suggested some tweaks to compensate his current weaknesses like condition removal and sustain.
Anyway I’ve never complained in the topic, just suggested. There are suggestions for all classes on GW2 forums. You approach seem unnecessary “aggressive” to me, the topic is not complaining but suggesting and brainstorming.
I hope to receive some constructive feedback from you too ^^

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Posted by: Tempest Darqmane.4862

Tempest Darqmane.4862

I like quite a lot of these ideas. I would totally support the suggested change to Berserker Stance. It suits the warrior flavor that anet is shooting for. The Embrace the pain idea is nice too.

However I do not like the Signet of Fury idea, changing what a skill does completely is never a good thing. You’re better off improving on it’s intended function, like the new Signet of Might.

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Posted by: Hexs.8015

Hexs.8015

OP put alot of work into this. Fine job, though some changes are needed more than others. Hopefully the devs steal a couple from this list.

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Posted by: fakeblood.2576

fakeblood.2576

For the love of god please fix these kitten warrior heals they are so awful why does healing surge have a 30 second cd???? When mesmer heal is 20 second cd same style heal …Makes no kitten sense .. Healing signet 3k HP heal ?!?!!? 16 sec cd traited and doesnt evade an remove condis like thief 15 second heal?!?This is blasphemy .. Also give us some utility skills that have more defense I know we have endure pain but we need something else how about a counter attack move

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Posted by: Jackie.1829

Jackie.1829

I would like to see more risk/reward skills with some conditional clauses.

For example, bulls strike should be 15s cd and only stuns if it hits a moving target, and should have a 25s cd if it does not hit a target.

Mending should remove 3 conditions and have the cd reduced by 3s for each condition removed.

A skill like frenzy should be on a 30s cd, it shouldnt be a skill you use for a rotation or burst, it should be an option available to us to deal increased damage at a risk (see frenzy in gw1).

Additional things would be healing signet removing a condition every 8s, or healing surge having a 25s cd.

I want the warrior to be a class capable of pressure based on skill (aka conditional clauses for skill effectiveness, not hit x buttong see y effect). We already have enough burst classes in this game, a skillful pressure role is seriously lacking in GW2 and the Warrior in GW1 was just so perfect :S

Needs more risk/reward skills, and not just for warrior but all the classes tbh.

[VoTF] www.votf-online.net
GW1 Rank 1 – 2 Gold Capes – [sC] [sup]

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Posted by: Kusaijshi.5918

Kusaijshi.5918

hi oni. nice work there but i dont understand your longbow and sword wishes.

https://forum-en.gw2archive.eu/forum/professions/warrior/Condition-warrior-4/first#post2071361

check this and tell me if this wouldnt be better to give warri more ways to play by the way ;P

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Posted by: Oni Link.4621

Oni Link.4621

I’ll try to answer to everybody, but doing it without a multi-quote function is a bit clunky :P

I like quite a lot of these ideas. I would totally support the suggested change to Berserker Stance. It suits the warrior flavor that anet is shooting for. The Embrace the pain idea is nice too.

However I do not like the Signet of Fury idea, changing what a skill does completely is never a good thing. You’re better off improving on it’s intended function, like the new Signet of Might.

Thanks Signet of Fury was an experiment. I tried figuring out what the term “fury” may implicate and I thought “some strong strikes that weaken the enemy”. Its current intended function is adrenaline fill but there are some way better ways to fill it up like Berserker’s Stance which also gives you condition removal (still an idea for now :P).

OP put alot of work into this. Fine job, though some changes are needed more than others. Hopefully the devs steal a couple from this list.

Thanks I hope it too!

I would like to see more risk/reward skills with some conditional clauses.

For example, bulls strike should be 15s cd and only stuns if it hits a moving target, and should have a 25s cd if it does not hit a target.

Mending should remove 3 conditions and have the cd reduced by 3s for each condition removed.

A skill like frenzy should be on a 30s cd, it shouldnt be a skill you use for a rotation or burst, it should be an option available to us to deal increased damage at a risk (see frenzy in gw1).

Additional things would be healing signet removing a condition every 8s, or healing surge having a 25s cd.

I want the warrior to be a class capable of pressure based on skill (aka conditional clauses for skill effectiveness, not hit x buttong see y effect). We already have enough burst classes in this game, a skillful pressure role is seriously lacking in GW2 and the Warrior in GW1 was just so perfect :S

Needs more risk/reward skills, and not just for warrior but all the classes tbh.

I guess you meant “Bull’s Charge”. Reducing its cooldown may risk to make it too strong; it is a gap closer, combo finisher leap and has 2 s knockdown too. About the “only stuns if it hits a moving target” part I have to disagree, because then everyone who sees its animation will simply left their fingers from keyboard so they don’t move and Bull’s Charge get wasted.

The Mending suggestion is very interesting. To prevent from being too strong (heal every 16 s with 3 condition removed) I suggest to increase its base cooldown to 30 s.

I checked Frenzy from GW1 and it is same as current Frenzy but with a lot more damage taken (double damage instead of just 25% like now).
But I want to support the classic idea of “stance” (you activate a stance and it is activated until you change stance or deactivate it). They should add F2, F3 and F4 skills to Warrior which will be classic stances (offensive, defensive and “utility”). I discussed it with some friends and everyone agreed about it.

I prefer to put “remove a condition every X s” effect to something more coherent like Signet of Stamina. Healing Signet should stay a healing over time skill, but its base HPS must be greatly increased (see above).
Healing Surge should maintain its cooldown but heal more.

Finally I agree with your thoughts, the “high risk-high reward” mechanic is something I would like to see too.

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Posted by: Oni Link.4621

Oni Link.4621

hi oni. nice work there but i dont understand your longbow and sword wishes.

https://forum-en.gw2archive.eu/forum/professions/warrior/Condition-warrior-4/first#post2071361

check this and tell me if this wouldnt be better to give warri more ways to play by the way ;P

Longbow and Sword changes are needed to make Warrior viable as a condition dealer. It doesn’t have access to Poison (which personally I can’t understand; why a Warrior shouldn’t envenom his weapons?) so it need more ways to apply Bleed and Burning. A special work is needed on Sword OH skill, currently the only reason to use a Sword in OH is aestethic :P

For Shield #4, it’d be nice if they could turn it into a leap and give it a bit of a longer distance. You could take the damage off to compensate for all I care.

I don’t really like any part of Fury Signet since it feels like a boring design, especially for an Elite… there’s not much sense of tactics to it either since the effects last a whopping half a minute (untraited), you just end up popping it whenever it’s off cooldown for the most part. I don’t know if it can be changed since it’d ruffle a lot of PvE feathers, maybe they could just make other War Elites more appealing.

Shield skill 4 is a combo finisher leap but with a small range. Rising its range would be nice but it seems a bit “out of place” to me.
Signet of Fury is banal, I agree, but it is very important PvE speaking. I prefer a small tweak on other two elites (especially Rampage) as soon as possible.

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Posted by: Jackie.1829

Jackie.1829

I guess you meant “Bull’s Charge”. Reducing its cooldown may risk to make it too strong; it is a gap closer, combo finisher leap and has 2 s knockdown too. About the “only stuns if it hits a moving target” part I have to disagree, because then everyone who sees its animation will simply left their fingers from keyboard so they don’t move and Bull’s Charge get wasted.

The Mending suggestion is very interesting. To prevent from being too strong (heal every 16 s with 3 condition removed) I suggest to increase its base cooldown to 30 s.

I checked Frenzy from GW1 and it is same as current Frenzy but with a lot more damage taken (double damage instead of just 25% like now).
But I want to support the classic idea of “stance” (you activate a stance and it is activated until you change stance or deactivate it). They should add F2, F3 and F4 skills to Warrior which will be classic stances (offensive, defensive and “utility”). I discussed it with some friends and everyone agreed about it.

I prefer to put “remove a condition every X s” effect to something more coherent like Signet of Stamina. Healing Signet should stay a healing over time skill, but its base HPS must be greatly increased (see above).
Healing Surge should maintain its cooldown but heal more.

Finally I agree with your thoughts, the “high risk-high reward” mechanic is something I would like to see too.

Well on the bulls charge point, it depends how you use it. That very same logic should have held true in GW1 as well, because that was the conditional clause, but the people who were good landed it and very consistently. The only reason the animation is obvious is because people always use it as a gap closer, if you use it at 200-300 range even the best players will find it very hard to react fast enough, and I like that because it forces you into a choice of whether you want to gap close or land the stun/kd which is what balances it. Atm though the skill feels like an absolute gimmick where you simply use it for a rotation of a burst (see HB blades) and rarely to pressure (though sometimes nonetheless).

I can see the idea of stances through f2-3 being good but at the same time I think we both know such a drastic change to the class is incredibly unlikely to happen so I rather not go off on that tangent. Frenzy simply feels like a skill that should be more readily available for us to use should we desire. Its not like we can stay in frenzy permanently because there already is no way for us to cancel the stance so it is a huge risk, but if I see an opportunity to put out pressure, I want to be able to do so.

[VoTF] www.votf-online.net
GW1 Rank 1 – 2 Gold Capes – [sC] [sup]

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Posted by: Oni Link.4621

Oni Link.4621

I guess you meant “Bull’s Charge”. Reducing its cooldown may risk to make it too strong; it is a gap closer, combo finisWell on the bulls charge point, it depends how you use it. That very same logic should have held true in GW1 as well, because that was the conditional clause, but the people who were good landed it and very consistently. The only reason the animation is obvious is because people always use it as a gap closer, if you use it at 200-300 range even the best players will find it very hard to react fast enough, and I like that because it forces you into a choice of whether you want to gap close or land the stun/kd which is what balances it. Atm though the skill feels like an absolute gimmick where you simply use it for a rotation of a burst (see HB blades) and rarely to pressure (though sometimes nonetheless).

I can see the idea of stances through f2-3 being good but at the same time I think we both know such a drastic change to the class is incredibly unlikely to happen so I rather not go off on that tangent. Frenzy simply feels like a skill that should be more readily available for us to use should we desire. Its not like we can stay in frenzy permanently because there already is no way for us to cancel the stance so it is a huge risk, but if I see an opportunity to put out pressure, I want to be able to do so.

You may be right on Bull’s Charge. With some tests your idea may be great

About stances, meh, you said it, it won’t happen. It will greatly improve overall Warrior play but it is too drastic too happen. Anyway similar work may be done with utility stances: you activate one and you get the buff, press it again and you lose the buff, activate another stance overlaps the buff. That is less drastic and will finally give to stances the mechanics of a “stance”, right now they are just like shouts but single target.

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I think these are fairly reasonable suggestions for possible buffs, better than the crazy reworks usually thrown out there. I’m not sure that warriors need all of these, but they’re nice suggestions.

I don’t agree with all of them though, particularly that suggestion of a 50% endurance regen as the first minor trait in defence. That trait is too powerful for anyone for a 5 point investment, even for rangers. I have no objections to the trait itself, but I believe it should be a bare minimum of 15 points to get it, preferably 20 or more (can be swapped with a major trait).

A for rampager, it shouldn’t need a stun breaker because it grants you stability for the duration. The real problem regarding this is that the stability boon can be stripped/converted/stolen. All transformations have this issue currently, and it makes no sense whatsoever, especially since there was a fix early on to remove the stability boon once you exited the transformation. That stability is supposed to be an immutable property of the transformation, yet it is not. hopefully we can see a fix for this sometime soon.

In addition to rampager, I don’t think it needs the utilities there, but perhaps a characteristic similar to “unstoppable” like some of the larger, tougher PvE enemies have (i.e. risen abominations). Being immune to movement impairing and disabling effects would give it some attractive utility, or at least give it some more uniqueness.

Immunity to blind would also be helpful since the attacks are somewhat slow and have to be targeted.

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Posted by: Oni Link.4621

Oni Link.4621

I think these are fairly reasonable suggestions for possible buffs, better than the crazy reworks usually thrown out there. I’m not sure that warriors need all of these, but they’re nice suggestions.

I don’t agree with all of them though, particularly that suggestion of a 50% endurance regen as the first minor trait in defence. That trait is too powerful for anyone for a 5 point investment, even for rangers. I have no objections to the trait itself, but I believe it should be a bare minimum of 15 points to get it, preferably 20 or more (can be swapped with a major trait).

A for rampager, it shouldn’t need a stun breaker because it grants you stability for the duration. The real problem regarding this is that the stability boon can be stripped/converted/stolen. All transformations have this issue currently, and it makes no sense whatsoever, especially since there was a fix early on to remove the stability boon once you exited the transformation. That stability is supposed to be an immutable property of the transformation, yet it is not. hopefully we can see a fix for this sometime soon.

In addition to rampager, I don’t think it needs the utilities there, but perhaps a characteristic similar to “unstoppable” like some of the larger, tougher PvE enemies have (i.e. risen abominations). Being immune to movement impairing and disabling effects would give it some attractive utility, or at least give it some more uniqueness.

Immunity to blind would also be helpful since the attacks are somewhat slow and have to be targeted.

Yea, that trait is too powerful, I know. It was inspirated by Ranger’s trait. It should be swapped with master minor trait “Adrenal Health”.

The stun breaker idea is to make that skill viable as “extreme resource”, i.e. you are fighting 1v1, suddenly a second enemy appears and they start chaining controls on you. You can use Rampage to get out of it and try to compensate their power.

I forget discussing it but you’re right, that Stability boon should be unremovable/unstealable.

But I really want utilities while being transformed, it is the major improvement to the skill. You are forced to be melee with only one gap closer, no cripple/immoblize/chill. If they enemy has stability then you just wasted the elite. But with the support of utilities you can manage to have more sustain or gap closers (Bull’s Charge) or immbolizers (currently only Bolas).

Being blind immune is a good idea too, attacks are really too slow.

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Posted by: papaganoosh.7908

papaganoosh.7908

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

Hilarious considering the majority of high level players all agree that Warrior is the poorest class at the moment. When there are more than just Hman playing Warrior then come back and tell the Warriors to L2P

For OP, I like the ideas, do not like the name changes.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Mending should remove all conditions (see “Consume Conditions” from Necro).
Balance stance should have a shorter cd and a shorter duration of stability (see “Stand your Ground” from Guard). The rest seems legit, without overpower the class. I like the slight increases/decreases.

I dont think it should. However it should take the second part of the consume conditions heal. That is mending should give 1.5k health for each condition cleared.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

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Posted by: LoneDeranger.5963

LoneDeranger.5963

I had a very different idea about how to make the warrior more viable in tPvP.
I was thinking about how to give the warrior a unique role which wouldn’t be just another dmg dealer.

My idea is to change the adrenaline effect a little bit. At 0 adrenaline the warrior has more toughness and a little bit more healing both of which he gradually loses when he gains more adrenaline. At the same time more adrenaline makes him deal a lot more dmg.

The warrior could be a defensive profession at 0 adrenaline and at full adrenaline he has more dps than a thief. He shouldn’t be too good at bunkering, though. It should be a challenge for the team to keep the warrior alive so that he can gain full adrenaline at which time he will be immensely usefull to the team (but only until he loses his adrenaline due to spending it on burst or coming out of combat).

With this kind of warrior the team wants to win long team fights and keep the warrior in combat all the time.

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

I had a very different idea about how to make the warrior more viable in tPvP.
I was thinking about how to give the warrior a unique role which wouldn’t be just another dmg dealer.

My idea is to change the adrenaline effect a little bit. At 0 adrenaline the warrior has more toughness and a little bit more healing both of which he gradually loses when he gains more adrenaline. At the same time more adrenaline makes him deal a lot more dmg.

The warrior could be a defensive profession at 0 adrenaline and at full adrenaline he has more dps than a thief. He shouldn’t be too good at bunkering, though. It should be a challenge for the team to keep the warrior alive so that he can gain full adrenaline at which time he will be immensely usefull to the team (but only until he loses his adrenaline due to spending it on burst or coming out of combat).

With this kind of warrior the team wants to win long team fights and keep the warrior in combat all the time.

The sad truth is that the warrior will never has his place in conquest, because ranged-AoE is completely killing him, even before he can reach a target.
So basically you have to give the warrior decent gap-closers and not skillz like eviscerate, which once your slowed will never reach its target or you give him better ranged options, which is completely nonsense as a warrior should be a melee class.
Also there should be a trait, which would ignore conditions on gap closers. So the warrior can actually escape teamfights like every other class can.

Read It Backwards [BooN]

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Posted by: PowerBottom.5796

PowerBottom.5796

I had a very different idea about how to make the warrior more viable in tPvP.
I was thinking about how to give the warrior a unique role which wouldn’t be just another dmg dealer.

My idea is to change the adrenaline effect a little bit. At 0 adrenaline the warrior has more toughness and a little bit more healing both of which he gradually loses when he gains more adrenaline. At the same time more adrenaline makes him deal a lot more dmg.

The warrior could be a defensive profession at 0 adrenaline and at full adrenaline he has more dps than a thief. He shouldn’t be too good at bunkering, though. It should be a challenge for the team to keep the warrior alive so that he can gain full adrenaline at which time he will be immensely usefull to the team (but only until he loses his adrenaline due to spending it on burst or coming out of combat).

With this kind of warrior the team wants to win long team fights and keep the warrior in combat all the time.

The sad truth is that the warrior will never has his place in conquest, because ranged-AoE is completely killing him, even before he can reach a target.
So basically you have to give the warrior decent gap-closers and not skillz like eviscerate, which once your slowed will never reach its target or you give him better ranged options, which is completely nonsense as a warrior should be a melee class.
Also there should be a trait, which would ignore conditions on gap closers. So the warrior can actually escape teamfights like every other class can.

Well, they could:

1) Improve Rifle, especially the F1 on it, which is completely useless atm.
2) Improve Longbow to somehow make it viable for both Power and Condition-builds.
3) Improve Mobile Strikes so it will get rid of all movement-impairing effects.

and if they wanna get reaaally fancy, they can look at stuff like:

1) Giving the War the Option to choose 3 Weapon-Sets (switch with F2-F3), which will allow almost all War-builds to run a Ranged-Weapon. (The War is a class with the fewest usable skills anyways with only 1 F1 per Set)
2) Improve different Gap-closer’s so the War can actually jump up on cliffs.
3) Give the War defensive Bonuses against ranged-attacks and/or AoE

(edited by PowerBottom.5796)

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Posted by: Jackalrat.5493

Jackalrat.5493

Greatsword

  • Burst skill: Add a small Endurance recover to it to make it more attractive.
  • Skill 1: Fine.
  • Skill 2: Reduce casting time from 3 1/2 s to 2 s. No damage change.
  • Skill 3: Fine.
  • Skill 4: Fine.
  • Skill 5: Need to fix the hit after the rush on moving target. Need fix on very big targets.

I’m only rank 22 or so, but I’ve spent all that time playing on a greatsword warrior. Not just any greatsword warrior, but one of those glass cannon ones that runs around with a zerker amulet and runes of the ogre.

2s cast time on 100b would be like having quickness available every time you use the current one, and as much fun as I would have with this it would be too strong. That being said, 3.5s is far too long. Perhaps 2.5s – 2.75s would be more reasonable. 2s is just a tad too quick IMHO.

The suggested changes for the 5 skill I agree with wholeheartedly. That skill will often rush right up to an immobolized target, lock me down for half a second of pointless charging, and still fail to connect for no discernable reason.

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Posted by: Jackalrat.5493

Jackalrat.5493

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

^ Mesmer/Ranger/Thief (Or at any rate, kitten sure not a warrior…)

Warrior is all but universally agreed to be the lowest tier class in SPvP. Lots of fun, but very easy to control/wear down.

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Posted by: Oni Link.4621

Oni Link.4621

Greatsword

  • Burst skill: Add a small Endurance recover to it to make it more attractive.
  • Skill 1: Fine.
  • Skill 2: Reduce casting time from 3 1/2 s to 2 s. No damage change.
  • Skill 3: Fine.
  • Skill 4: Fine.
  • Skill 5: Need to fix the hit after the rush on moving target. Need fix on very big targets.

I’m only rank 22 or so, but I’ve spent all that time playing on a greatsword warrior. Not just any greatsword warrior, but one of those glass cannon ones that runs around with a zerker amulet and runes of the ogre.

2s cast time on 100b would be like having quickness available every time you use the current one, and as much fun as I would have with this it would be too strong. That being said, 3.5s is far too long. Perhaps 2.5s – 2.75s would be more reasonable. 2s is just a tad too quick IMHO.

The suggested changes for the 5 skill I agree with wholeheartedly. That skill will often rush right up to an immobolized target, lock me down for half a second of pointless charging, and still fail to connect for no discernable reason.

Yea, maybe 2 1/2 s may be more correct. Anyway its overall casting have to be shorter, because currently autoattacks deal more damage and applies Vulnerability. The only vantage of Hundred Blades is that it hits more times, so more proc on hit and proc on crit will activate.

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Posted by: Krilce.7864

Krilce.7864

TBH, I doubt they’ll do anything to make warriors viable. There are so many fundamental design flaws in this game that they do not know how to fix it, If they haven’t done anything in 9 months, even though a warrior was subpar pretty much since release, and that JP said that they’ll be focusing on bug fixing this patch(I’m not even sure of why aren’t they making balance changes along with bug fixing concurrently), there goes another month of hell for warriors.

We are very weak against conditions, and if traited for their removal, we lose too much of pretty much everything. With traited condition removal, we cannot fill the role of spiker, which is already done better by a thief, we wouldn’t be able to bunker because of lack of access to defensive boons, the worst healing in game, and whatnot. If we go for team utility, we are again doing everything worse than other professions, so we are pretty much pigeonholed in damage specs. Hell, we can’t even spec for condi, because we don’t have access to enough conditions to cover damaging ones, so, there you go.

Our gap closers in our only viable spec are greatly affected by cripples and chills, which no other profession has problem with, because of good condition removal even when they aren’t built specifically for it. We are very easily kited, very poor in 1v1 against most professions, and quite bad in team fights too, due to lack of survivability, where we have to rely on 30 sec cd shield block, where a lot of attacks can’t even be blocked, our very limited amount of dodging, unless we are using warhorn, where you lose even that block and mega short range interrupt/burst starter.

We are the only profession, well, maybe along with necro, that needs to be babysitted, where ANet’s design philosophy was to make evey profession self reliable, by making everyone having their own heals, which for a warrior, as I’ve already said, are the worst heals in game.

Now, why are there so many problems with a warrior? First of, many of the problems aren’t really “our problems”, but rather combat/game design problems that we are greatly affected by.

First of all, there are too many evades, teleports, immunities, particle effects, AoE and condi spam. Since all of our important skills are easily telepgraphed, thus easy to dodge, which is perfectly fine, it’s insanely hard to land them on anyone that has been playing this game for a longer period of time. If they don’t have anymore dodges left, they can use short cd teleports, pretty much spammable evades, immunity, spammable blind, so they can shut us down without many problems. Meanwhile, we have no evades(well, except from ww, which is easily our greatest skill), no instant teleports, either for gap closing or running away, so we have to use our easily telepgraphed physical gap closers, which are affected by chills and cripples, though I’m repeating myself here, where ALL of the conditions are spammable, require zero brain to use in most cases. Tell me when you’ve seen someone applying poison at the moment of his opponent’s healing. No one. Or when someone uses weakness to lower his opponent energy regeneration, so he can burst/let others burst the opponent more easily, and so on. However, conditions that are affecting physical movement, aren’t lowering range of teleports, so teleports are so much batter than physical gap closers, where warrior can only rely on later, since they do not have teleports. Not to mention poor pathfinding…

Most of our traits are boring, or plain bad. I know other professions have those kinds of problems too, but you see, 9 months after release, our class specific trait, brawn, is still horrible, so warriors are underpowered in that field two. 3% burst damage increase for 30 pints in a tree, which is pretty much build defining, is really, really horrible, and I’m sorry to say this, but I really have to question intelligence of people that came up with that. I agree that 30% burst damage increase was way too powerful, but for god’s sake, couldn’t you completely revamp this kittenty trait for 9 months? Come on…

What does this game need? Less instant skills, less evade, less teleports, reduced density and intensity of particle effects, reduced aoe and condi spam, and condis, and skills in general more situational, reduced number of npcs, because, I swear it, half of the time I can’t see myself in a teamfight, and imagine a viewer of a tourney, or a shoutcaster which doesn’t know what the hell is currently happening, better telegraphed skills, just like warrior’s, or even an introduction of cast bars, because of all the kitten happening on your screen.

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Posted by: Oni Link.4621

Oni Link.4621

@Krilce
I’m not going to quote your post because it is too long :P But I agree with you on all points. As you said, one of biggest Warrior problems is not himself but other classes.

And yes, kitten yes: 9 months and still nothing done on Warrior? It seems way too much waiting in my opinion (and all Warriors opinion too I guess).

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Posted by: Sovta.4719

Sovta.4719

Best change for warrior would be that you get some NPC/Bot instead of him (in solo queue)

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Posted by: Forestgreen.7981

Forestgreen.7981

@krilce
Agreed on all of the points made. What annoys me the most is simply the absolute LACK of communication from A-Net to players who main a warrior. From the 2 replies of one sentence replies in months of issues entailing the class is telling all of us that they simply don’t give 2 kittens about it.
It’s feels nothing short of being ignored and a big waste of your time trying to throw your input int. Yes the 3% burst damage for 30 points in discipline trait line is a big fat joke for the past 9 months. The only complaint I heard is Warrior is too good at doing CoF, and I guess from A-Net’s response it means Warriors are at a good spot. What a joke.

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Posted by: Scoobaniec.9561

Scoobaniec.9561

Sometime ago i saw a post made by BurrTheKing:

“Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.”

Idk how about u guys, but i completely agree on that.

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Posted by: LoneDeranger.5963

LoneDeranger.5963

Sometime ago i saw a post made by BurrTheKing:

“Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.”

Idk how about u guys, but i completely agree on that.

I agree on that as well. However, I believe you can already play a warrior like that. It is entirely possible to do that. The problem isn’t that you cannot skill a warrior in this fashion; the problem is that it isn’t a viable role in the current meta.

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Posted by: Oni Link.4621

Oni Link.4621

Sometime ago i saw a post made by BurrTheKing:

“Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.”

Idk how about u guys, but i completely agree on that.

I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.

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Posted by: LoneDeranger.5963

LoneDeranger.5963

I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.

No, he IS a hybrid Guardian/Thief at this very moment.

It is just that the role of a Guardian/Thief isn’t viable at the moment.

The warrior is the profession he is intended to be but there is no place for him because the current meta demands extremes: Extreme bunkers, extreme burst, extreme mobility, extreme conditions, extreme cleanse.

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Posted by: Scoobaniec.9561

Scoobaniec.9561

Warrior is far from hybrid at they lacking sustain and ways to mitigate dmg. For me its more likely a thief without stealth.

If u try make something between u can stand a bit more but still falling down (worse heal abilities ingame+condi removal). In “bunker” build u can’t even hold urself against 1 man (did i mention worse heal abilities+condi removal)?

Its just sending warriors to mentality “kill it before it kills u”, which is actually true.

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Posted by: Oni Link.4621

Oni Link.4621

I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.

No, he IS a hybrid Guardian/Thief at this very moment.

It is just that the role of a Guardian/Thief isn’t viable at the moment.

The warrior is the profession he is intended to be but there is no place for him because the current meta demands extremes: Extreme bunkers, extreme burst, extreme mobility, extreme conditions, extreme cleanse.

Not true. Simply he does not have the sustain to cover ANY role. Elementalists can deal same damage with way more healing and condition removal. Thieves can simply hide, go away, recover and come back. Rangers just dodge everything. And so on.

Warrior lacks what any other class have: a kind of sustain. It doesn’t matter what kind (dodge, hide, heal…) but he need something.

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Posted by: Laii.2780

Laii.2780

  • Dolyak Singet: Change active effect to Protection for 10 s. Change name into “Signet of Defense” (dolyak is “off-topic”).

It would be nice if they jus made the DolySig the same as Guardians SoJ, atm its only half the reduction guardian gets ; ;~

[CERN] ~ WAR/Necro^ O ^)/!

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Posted by: Lighter.5631

Lighter.5631

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

No shut up just shut up, you see why theres no warrior in top team pvp matches? you obviously don’t.

OT: now when i go pvp i just log off my 80% time played warrior and get on my 10% time played guardian speced full dps medi and do better. just…. great.

“i think it’s an underserved nerf. now we have to slot a stun breaker??”
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748

(edited by Lighter.5631)

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Posted by: Daecollo.9578

Daecollo.9578

  • Dolyak Singet: Change active effect to Protection for 10 s. Change name into “Signet of Defense” (dolyak is “off-topic”).

It would be nice if they jus made the DolySig the same as Guardians SoJ, atm its only half the reduction guardian gets ; ;~

If you have a lot of toughness already its about 1/4.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: Defektive.7283

Defektive.7283

I really like your warhorn suggestion. A lot.

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

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Posted by: Myzaky.4962

Myzaky.4962

Now let’s wait for Arena.net response!!

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Posted by: milo.6942

milo.6942

Now let’s wait for Arena.net response!!

“Great suggestions everyone! We’ll bring some up in the next balance meeting.” …. and then nothing happens

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Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Next

We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.

Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.

It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

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Posted by: Defektive.7283

Defektive.7283

We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.

Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.

It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!

Appreciate the response, friend!

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]