Greatsword Rework

Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role, but at the same time slightly lowering it’s dps as a consequence.

EDIT: Changed something that was a bit illogical

2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.

3 – Recharge increased to 15 seconds.

4 – Changes to, Block attacks with your greatsword. Counter with an attack if you are struck within melee range (the counter can now be used while moving) —> Crippling throw – Remains the same, but is no longer a projectile finisher.

5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.

Reasoning:

Maul is not defensive nor supportive, and I felt it should be because that is how the greatsword was designed. Therefore I added weakness to reduce incoming dps and a blast finisher for team support. I Increased the recharge to compensate and then the damage to compensate for the recharge. Sadly, vulnerability had to go because it does not fit in with the weapon.

Swoop had it’s recharged increased slightly as to not make the weapon too strong with the addition of a blast finisher. Crippling throw also had the projectile finisher aspect of it removed.

Hilt Bash is basically an extremely weak skill, just like Concussion Shot. A one second stun/daze on a 25 second recharge is really bad. The increase in damage for the pet is good, but considering things like poor ai and the poor dps of certain pets, it’s very unreliable. However, I thought of the Melandru’s Refuge idea and absolutely loved it. More active and AoE condition removal (which we are lacking) and an AoE application of aegis (we lack support as well). My only concern is that with these changes we might have too much block, but that depends on the feedback I get.

I’m really looking forward to feedback on this one and I hope an A-net mod comes by to take a look as well. Thanks mates.

Stormbluff Isle

(edited by Soilder.3607)

Greatsword Rework

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Posted by: Quarktastic.1027

Quarktastic.1027

Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role.

2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.

This isn’t bad, Maul inflicting weakness adds to the defensive nature of the weapon, though the blast finisher is overkill. Make Maul hit 5 targets instead.

3 – Changes to, Run and leap at your foe, knocking them back (300 distance). Recharge increased to 15 seconds. Remains a leap finisher.

A knockback on a gap closer isn’t a very smart idea. What are you going to do after you’ve wasted your gap closer to knock your target out of your melee range? Leave everything about swoop the way it is, remove the evade from Power Stab (GS auto) and add it to swoop.

4 – Changes to, Block attacks with your greatsword (same duration, no longer counterattacks) —> Crippling throw – Remains the same, but is no longer a projectile finisher.

Counterattack is fine the way it is. The only thing I would change, is allowing the kick to be canceled by dodge rolling.

5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.

Hilt bash is fine the way it is. Instead, change moment of clarity (grandmaster skirmishing trait) to stack with the attack of opportunity hilt bash already provides to the pet.

Frankly, the only thing the greatsword really needs is a buff to its auto attack. Everything else is fairly unnecessary.

Those armadillos would be a lot cooler if they looked more like real armadillos. mmm armadillos
-BnooMaGoo.5690

Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

Hey mates, I’m back with another rework for some skills that are a bit lackluster, but this time with the greatsword. My main objective with these changes was to increase the weapons supportive/defensive role.

2 – Changes to, Maul your foe with the force of a bear, inflicting weakness (6’s). Is now a blast finisher. +10% damage, no longer applies vulnerability. Recharge increased to 10 seconds.

This isn’t bad, Maul inflicting weakness adds to the defensive nature of the weapon, though the blast finisher is overkill. Make Maul hit 5 targets instead.

3 – Changes to, Run and leap at your foe, knocking them back (300 distance). Recharge increased to 15 seconds. Remains a leap finisher.

A knockback on a gap closer isn’t a very smart idea. What are you going to do after you’ve wasted your gap closer to knock your target out of your melee range? Leave everything about swoop the way it is, remove the evade from Power Stab (GS auto) and add it to swoop.

4 – Changes to, Block attacks with your greatsword (same duration, no longer counterattacks) —> Crippling throw – Remains the same, but is no longer a projectile finisher.

Counterattack is fine the way it is. The only thing I would change, is allowing the kick to be canceled by dodge rolling.

5 New Skill – Melandru’s Refuge – Thrust your greatsword into the ground, creating an area of refuge for allies. Cures a condition every 2 seconds, grants Aegis (5’s) every 2 seconds. Four second duration, 240 radius. 25 second recharge. Same activation time and animation as symbol of wrath.

Hilt bash is fine the way it is. Instead, change moment of clarity (grandmaster skirmishing trait) to stack with the attack of opportunity hilt bash already provides to the pet.

Frankly, the only thing the greatsword really needs is a buff to its auto attack. Everything else is fairly unnecessary.

I don’t think the blast finisher is overkill. It would be, but I increased the recharge a hefty amount. And the vulnerability is also removed, so there goes another 5% dps. But the weakness should be there because, once again, it is defensive.

Mm, you’re right about that. Knockback your enemy only to send them out of melee range is a bit illogical.

Counterattack is fine the way it is now, but in the case my changes come true, then it would’ve needed its cc removed.

Hilt Bash is totally not fine. 25 second cool down for a mere daze/stun is terrible. Other classes can do much better, and so can some of our other skills (point blank shot). Not only that, but my suggestion perfectly matches the supportive nature of the greatsword.

You should keep in mind the fact that I’m lowering the greatsword’s dps a small amount with these changes, but I greatly increase it’s supportive/defensive abilities, which isn’t op at all. The greatsword is our only weapon like this (besides warhorn, but that’s offhand) and therefore needs to be strong at what it does.

Stormbluff Isle

(edited by Soilder.3607)

Greatsword Rework

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Posted by: Veron.8645

Veron.8645

I appreciate the intentions of the OP, but I have to strongly disagree. Greatsword is one of only two melee options we have, the other one being mainhand sword. I, for one, hate mainhand sword, but I still want to play a high(ish) DPS melee power build. Greatsword is my only option, and I don’t want that taken away from me. (Especially since I made a Sunrise.)

That said, the changes are interesting, and it would be cool if rangers got a weapon set with good support skills. I just don’t want it to be on greatsword.

Veron Oakguard | Wiki: Veron | Reddit: /u/OaksFromAcorns | Vintage Gaming [VG] (JQ) • Attuned [Att]

Greatsword Rework

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Posted by: Orion.3812

Orion.3812

Rangers should have the ability to use a staff, and the staff should be the support weapon.

Greatsword is a skill-burst weapon for every class that has access to it, and should stay that way. That said, autoattack is a bit lacking. Close, but not quite up to where it needs to be in damage--and maul should hit 5 targets. Messing with swoop’s cooldown is a big no. Running from a warrior, thief or even guardian if they’re dual sword is already nearly impossible as-is.

Co-leader of [FOX] Zero Given. http://fox.servegame.com

Greatsword Rework

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Posted by: Soilder.3607

Soilder.3607

I appreciate the intentions of the OP, but I have to strongly disagree. Greatsword is one of only two melee options we have, the other one being mainhand sword. I, for one, hate mainhand sword, but I still want to play a high(ish) DPS melee power build. Greatsword is my only option, and I don’t want that taken away from me. (Especially since I made a Sunrise.)

That said, the changes are interesting, and it would be cool if rangers got a weapon set with good support skills. I just don’t want it to be on greatsword.

Hmm, alright. I would’ve like to see the weapon given more of a direction because as it stands its the only defensive weapon also capable bursting somewhat, which doesn’t really make sense. I really thought it would’ve been sweet to have a supportive greatsword, but whatever. But this only points to the problem of lacking an actual support weapon to begin with.

Stormbluff Isle

Greatsword Rework

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Posted by: Kilger.5490

Kilger.5490

Instead of a knockback on swoop, a knock down would be cool. Would remind me of playing a dd ele, with ride the lighting followed by backdraft. Allows us to get that maul off.

Kilger – Human Ranger
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry

Greatsword Rework

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Posted by: ChioChip.5970

ChioChip.5970

I don´t see that the GS is a defensive weapon?
It got a block and evades… okay I give that to you.
But Hiltbash to Maul is one of the or maybe the best burst our class got.
It´s pretty balanced imo… good damage + defensive + utility
I think the GS is our most complete weapon just like it is.
Yes some tweakings here and there… a blast finsiher would be nice.

I think there are other weapons which should be fixed instead.