AMA: Weak Warrior Traits

AMA: Weak Warrior Traits

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Posted by: lordhelmos.7623

lordhelmos.7623

GENERAL:

Raw stat conversion traits are historically bad (Great Fortitude, Armored Attack). These needs some other secondary affect to be considered viable. Consider Armored attack where 1000 toughness would only get you 70 power.

I think these need a review not just for warrior but for all of the classes. Almost no one will take these unless they need a filler trait.

Here are some suggestions:

Great Fortitude: Conversion reduced to 7%, when you use a skill that removes a condition you also lose an additional condition (10s ICD). This would help to de-pidgeon hole warriors from the Defense Tree and cleansing Ire at the cost of having to give up a strong trait like Forceful Greatsword. This wold also synergize with alot of stuff like brawlers recovery or restorative strength. It would need to have an ICD to be balanced.

Armored Attack: In addition to the conversion, when you block a melee attack, the enemy takes physical damage (15s ICD).

DISCIPLINE:

Crack Shot: Rifle needs some help to contend with the longbow. Add a 10% damage increase to rifle skills with crack shot. Also, the speed of the rifle’s Killshot needs to be increased to match the speed of ranger longbow arrows with Read the Wind without any traits.

TACTICS:

Powerful Synergy: Not sure what double triggering a leap would accomplish (they are generally weak and selfish, the tactics line is about group support). I would change this to leap finishers also trigger a blast. I have no idea why you would take this over Phalanx’s strength in its current state.

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Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

Great Fortitude needs to go back up.
Dogged march and the shield trait are so powerful. Needs to be brought up.
Plus it hurts so many non zerk builds.

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Posted by: Leo G.4501

Leo G.4501

Powerful Synergy: Not sure what double triggering a leap would accomplish (they are generally weak and selfish, the tactics line is about group support). I would change this to leap finishers also trigger a blast. I have no idea why you would take this over Phalanx’s strength in its current state.

Leaps can have some powerful effects. I honestly don’t think we need more blast finishers (lol the game is almost soley about blast finishers…they should probably fix that) but perhaps add to it “reduce cooldown of leap finisher skills by 33% when a combo occurs” or something. Also not sure if it should be a GM trait.

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Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

Powerful Synergy: Not sure what double triggering a leap would accomplish (they are generally weak and selfish, the tactics line is about group support). I would change this to leap finishers also trigger a blast. I have no idea why you would take this over Phalanx’s strength in its current state.

Leaps can have some powerful effects. I honestly don’t think we need more blast finishers (lol the game is almost soley about blast finishers…they should probably fix that) but perhaps add to it “reduce cooldown of leap finisher skills by 33% when a combo occurs” or something. Also not sure if it should be a GM trait.

It’s simply just weaker than the other 2 traits by a lot.
Nobody intelligent will ever choose it unless they don’t use might at all AND don’ t use shouts.

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Posted by: runeblade.7514

runeblade.7514

Cleansing Ire needs to move into Grandmaster Minor trait. Not because Cleansing Ire is a bad trait. But because the other two master major traits will never compete against Cleansing Ire.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: Purple Miku.7032

Purple Miku.7032

Cleansing Ire needs to move into Grandmaster Minor trait. Not because Cleansing Ire is a bad trait. But because the other two master major traits will never compete against Cleansing Ire.

I agree.

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Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

Cleansing Ire needs to move into Grandmaster Minor trait. Not because Cleansing Ire is a bad trait. But because the other two master major traits will never compete against Cleansing Ire.

Agreed

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Posted by: Juba.8406

Juba.8406

^^^

Does it make a difference ?

with the new system, what is the difference between an adept and a GM trait when you must take the “Whole Line” ? not like the current 14 trait points to spend where a GM cost you 6 points.

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Posted by: Shinki.8045

Shinki.8045

I’m surprised no one has mentioned this but, Axe Mastery as rather underwhelming to me in its placement. The trait itself looks great, but you get no synergy from the other options you have to take to get there.

Death from above is pretty dull and situational. Restorative Strength makes no sense since it’s a condi cleanse in a DPS-focused trait line. Meaning physical training is the best bet because it will reduce Mending to a 16 second cooldown (and hopefully become a better heal with high adrenaline.) which also invalidates Restorative Strength as a condi cleanse since Mending already clears 3 conditions.

Master level traits make it even worse, Body blow will only work on a swapped weapon or utility skill. Great fortitude is just boring. Forceful Greatsword is just the best weapon specialization skill any class gets mashed into a master level slot. If you’re taking this I don’t see a reason to grab Axe mastery.

Let’s compare Axe Mastery to Berzerkers power. If you’re using Axe it’s already pretty easy to Eviscerate every time it’s off of cooldown (at least in PVE) so maintaining a 20% damage boost would be simple. Compared to a 18% (with 2 axes) crit damage increase, seems to underperform.

As it stands, it seems more like a Master level trait especially when compared to Forceful Greatsword.

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Posted by: Kagamiku.9731

Kagamiku.9731

Let’s compare Axe Mastery to Berzerkers power. If you’re using Axe it’s already pretty easy to Eviscerate every time it’s off of cooldown (at least in PVE) so maintaining a 20% damage boost would be simple. Compared to a 18% (with 2 axes) crit damage increase, seems to underperform.

As it stands, it seems more like a Master level trait especially when compared to Forceful Greatsword.

Forceful greatsword is only relevant to Greatsword. While it is the highest DPS weapon a warrior has, not everyone wants to use it.

You can’t ignore how axe mastery reduces cooldown of axe skills by 20%, as that is clearly relevant. And also critical hits with axe gain adrenaline. Axe mastery is three traits rolled into one, while berserkers power serves one purpose. A damage boost.

Of course, berserkers power will still be the more common choice, but meta builds have always been rather linear as far as build choices go. If someone wants to mess around with dual axes, then axe mastery will be the better trait. Not many people use dual axes, but it’ll be there for those who do….I tend to use them in wvw zergs because whirling axe is nice for tagging.

(edited by Kagamiku.9731)

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Posted by: Shinki.8045

Shinki.8045

Let’s compare Axe Mastery to Berzerkers power. If you’re using Axe it’s already pretty easy to Eviscerate every time it’s off of cooldown (at least in PVE) so maintaining a 20% damage boost would be simple. Compared to a 18% (with 2 axes) crit damage increase, seems to underperform.

As it stands, it seems more like a Master level trait especially when compared to Forceful Greatsword.

Forceful greatsword is only relevant to Greatsword. While it is the highest DPS weapon a warrior has, not everyone wants to use it.

You can’t ignore how axe mastery reduces cooldown of axe skills by 20%, as that is clearly relevant. And also critical hits with axe gain adrenaline. Axe mastery is three traits rolled into one, while berserkers power serves one purpose. A damage boost.

Of course, berserkers power will still be the more common choice, but meta builds have always been rather linear as far as build choices go. If someone wants to mess around with dual axes, then axe mastery will be the better trait. Not many people use dual axes, but it’ll be there for those who do….I tend to use them in wvw zergs because whirling axe is nice for tagging.

I’m terribly fond of my open world double-axe build. I was really hoping for some actual synergy with the trait choices to get to Axe Mastery, as I was hoping to chop more content in the face.

It just pales in comparison to Forceful Greatsword, since you can get the mastery for Greatsword and Berzerker’s Power.

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Posted by: Kagamiku.9731

Kagamiku.9731

You can max three trait lines, so it’s not a huge deal if you can’t have everything related to axe in one traitline. The grandmaster arms trait -dual wielding will be a nice bonus to axe builds.

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Posted by: Zende.1704

Zende.1704

For me, most of the changes changes are looking really promising for us warriors. However, I feel that some of the traits could be changed a bit.
For me mostly:

Strength
Being able to take distracting strikes, physical training and body blow is a really good move, however, I feel like you should be able to take restorative strength and physical training. Right now, restorative strength is just in a weird spot. It is useless with healing signet and of limited use in a shout heavy build with healing surge already condition resistant (especially with warhorn). But where it could really shine is in use with a traited mending as this combo could compete with cleansing ire. I think that having it compete with body blow would make more sense for “physical” builds.

Arms
Unsuspecting foe is a great trait, but having it as minor feels strange given how little it interacts with the rest of the line. I have the feeling that the crit chance could be reduced but it could interact with more soft/hard cc (slow, immob quickness?) that way its placement would feel less strange.

Tactics
Powerful synergy
This traits looks really fun although a bit lackluster. It should reduce the cooldown of leaps or make them longer or we could get a new field to really make it synergise better with the rest of the build and not only longbow.