Important things to note before reading this thread!
- I maintain faith that condition application will be looked at by Anet eventually and these changes take that into account
- I feel all classes need to be toned down due to the power creep but am only experienced enough with Warrior to post changes related to it
A big problem with Warrior is how forgiving it is to play. The goal of these changes aim to:
1) Promote build diversity by putting pressure off “compulsory” traits and skills.
2) Make a little bit more effort required to achieve what used to be things we used to achieve nigh-passively.
- Longbow burst skill, Combustive Shot, now fails to proc and expend Adrenaline when used under the Blind condition. Also, the radius in which it fails to proc when casted on top of a blocking or invulnerable target has been increased.
- This standardizes all of the Warrior burst skills to be have the same weakness: being hard to utilize Cleansing Ire when fighting a class with blinds and blocks/aegis. This change will reduce Longbow’s ability to cleanse conditions with impunity when combined with CI, requiring more thought from the user in times of need. Longbow is still a great option for it’s utility skillset (rare for a Warrior!).
Surely one day Brawler’s Recovery will be actually good so we aren’t pigeonholed into specific Weapons to deal with Blind spam. Or blind is reverted back to being cleansed on attacks that don’t hit the target. #BelieveinKarl
- Hammer burst skill, Earthshaker, now is only a blast finisher at maximum Adrenaline.
- This change aims to reduce the might stacking ability of hambow; the Trait Burst Mastery they usually run allows the build to retain 1 bar of adrenaline after using Combustive Shot, just enough to blast right into the fire field for 3 stacks of might. On the other hand, this nerf does not significantly affect other builds that run Hammer for the control/damage aspect of it and don’t happen to always have a field up for them to want to blast finisher it.
- Berserker’s Stance shaved down to 6s of Condition Immunity. Cooldown reduced to 55s. This skill cleanses Blind on use.
- This change aims to reduce the window of opportunity BS provides, but increase it’s overall reliability in a match with a shorter cooldown. If you do the math, this change is only a 2.42% uptime nerf but the Warrior best have a plan when activating BS or he’ll have just entirely wasted it. This skill should rightfully be the Endure Pain variant of conditions, however it was lasting too long to properly draw parallel to it’s more-balanced counterpart. In keeping with it not being a stunbreak to prevent another 3x stunbreak build, it’s more effective at what it does.
- Cleansing Ire reduced down to cleansing 2 Conditions at max adrenaline, also 2 condition at 2 bars, and 1 condition at 1 bar.
- This trait is just way too good and completely pigeonholes warrior into 20 points in Defense. On top of the all-but-obligatory 15 points into Discipline that is a lot of pigeonholing. Additionally, it’s interaction with Longbow Burst in it’s current iteration further pigeonholes Warrior specs into always running Longbow in nigh every viable build.
A bunch of other Condition cleanse options for Warrior have been improved -
- Mending prioritizes cleansing damaging conditions and heals slightly more (still less than Surge)
- Shake it Off now cleanses 2 conditions
- Quick Breathing now causes Call to Arms to convert 2 conditions (Charge! still converts only 1).
- This change aims to provide alternative means of condition cleansing to the warrior – Now you can choose to stack different means to achieve the same effectiveness, but CI isn’t the one stop shop for cleansing any more. Imagine running an actually good Mending + Shake it Off and being free to allocate that 20 trait points into Defense elsewhere!
- Building Momentum now reads “Burst skills restore endurance, scaling with Adrenaline spent.”
Stage 1 : 15%
Stage 2 : 30%
Stage 3 : 40%
- Credits go to BurrTheKing.8571(i think) for his original thread that doesn’t exist any more for this idea. The purpose of this change is to move Warriors away from passive defenses towards active defenses – instead of face-tanking and being effective this kind of trait encourages skillful play.
Continued in the next post..
(edited by Jzaku.9765)