Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”
So after this patch dropped Warrior’s gained a little trait called “Cleansing Ire”. Any warrior can see the flaw in how this trait works, since cleansing conditions on adrenaline use … only works if you hit. Plenty of warriors have flooded to the forums to claim that this trait must be a joke and it is flawed. I have to disagree completely.
This trait is how all our adrenaline based boosts should work, but the basic system of how a warrior uses their adrenaline is flawed and needs a rework. With the exception of Cleansing Ire all of our current adrenaline abilities encourage sitting on it and never using it. That in itself is the true joke as every other class gets encouraged in active use of their class mechanic.
As far as a solution to this goes, just make our current adrenaline abilities function in a fashion similar to Cleansing Ire. Berserker’s Power and Heightened Focus move from passive stat boosts into Stances that provide those boosts for a short duration with their power based on adrenaline used. Adrenal Health becomes a flat heal for adrenaline used.
Additionally a warrior should be able to utilise either their off hand or 2 handed weapon in a secondary fashion as part of their burst by using the F2 button. Not sure how that would help? How do you feel a Warhorn or Shield would manifest itself in the form of a Burst ability?
By this point I’m sure everyone has thought “none of this matters if you still can’t hit”. To you I say “F3”.
F3 becomes a full adrenaline purge as an emergency dump of all adrenaline to gain all the benefits of using it minus the burst attack. While the warrior’s problems don’t end there I feel fixing our class mechanic to not work against itself would go a long way towards resolving it.
Agreed.
And I also really like cleansing ire.
I want F2 to be defensive buffs.
My ideas from a different thread of mine: https://forum-en.gw2archive.eu/forum/professions/warrior/More-Ideas-for-Improved-War-Sustain
Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.
Healing Surge
Whenever you fill a bar of adrenaline, the Cooldown on Healing Surge is reduced by 2 seconds. Can only trigger once every 4 seconds.
Mending
Removes all conditions. Each condition removed heals for a small amount and grants 1 strike of adrenaline.
Defensive Bursts – New Trait, Defense Grandmaster
Each use of a burst skill grants you protection for 1.5 seconds per bar of adrenaline spent.
Also see this link for my old thread on F2 skills: https://forum-en.gw2archive.eu/forum/professions/warrior/Warriors-Just-F-it
Agree!! they should really change the mechanics to incentive you to use adrenaline bars!.
Warriors also lack protection skills. it would make warriors so much more useful to tank.
Seconded.
Warriors need more versatility not necessarily sustainability, whilst our healing skills need a massive buff (CD reduction and potency boost) that is all we need, and to those who preach sustain I urge them to go play a Guardian.
The only class ability that I believe is worse than ours is the Thief’s, but the rest of that class is put together so well (overpowered) that it makes up for it tenfold.
As a good Guardian should be mashing their virtues throughout a fight we should be mashing our Burst Skills, which means we need 1) more of them (F2-F4) and 2) traits that encourage using them over hoarding adrenalin.
Power Grandmaster trait, Unstoppable:
Gain 5/10/15 stacks of might for 10 seconds after using F1
Gain 2/3/5 seconds of Stability after using F2
Gain 2/3/5 seconds of Condition Immunity after using F3
Came up with these on the spot, but you get the jist, reward for using Bursts. Warrior just needs a bit of thinking like this to get it back in the game.
Exactly.
This is what Daecollo was searching for in the 10000 threads he made. Great idea. Hopefully the developers will read this and seriously consider it.
Not sure how that would help? How do you feel a Warhorn or Shield would manifest itself in the form of a Burst ability?
To borrow an idea from another poster…
Just make F2 something called “Adrenaline Rush”.
It wouldn’t be a burst ability, it’d be a rush ability with a cooldown 2x longer than burst skills. The reason being is that instead of costing all your adrenaline, the skill draws on your bar like Death Shroud and grants you different effects. It’d start recharging after you run out of adrenaline and during you aren’t able to build adrenaline. Also, traits like Burst Mastery would only work with Burst skills not Rush skills (you could have separate traits for Rush skills).
Some ideas:
Shield = Phalanx Guard…become immune to knockback with a 33% chance to block an attack.
Warhorn = Equalizer…movement increases to 25% and your attacks remove 1 boon each from your targets for the duration.
Sword = Sight Beyond Sight…blind is converted to might and the range of your attacks is slightly increased.
Axe = Coated Blades…your combo finishers continue to interact with the combo field you were standing on when activating this skill (for instance, if you stood on a poison field when activating it, your leaps would apply weakness, your projectiles poison, etc)
Mace = Counter Shock…daze around you in an AoE when you suffer a control effect.
Whatever…if it was a defensive F2, it wouldn’t matter if the effect ‘landed’ since it’d activate regardless. Drawback though is, it wouldn’t drop all your adrenaline at once so it wouldn’t drop 3 conditions at once but you could get a bit of extra use out of Adrenaline fill traits like Berserker’s power or Adrenal Health.
It’s kind of bad that the answer is “go play guardian” if you are looking for sustain. I’m not sure but I have seen guardians with more survival skills and equal dmg running around. In general that’s what players no matter what class they play want. The class choice should come down to play-style not effectiveness.
I would like to see more F key options, they don’t have to be directly tied to the weapon or could be. They don’t have to be just +boons like other classes have, but rather abilities that give: evasiveness, damage reduction for a short period, leaps or teleports, maybe even a 2sec AOE knockdown(which might require altering of a hammer skill or two) to use offensively or defensively.
It’s not all about adrenaline either, some weapons could use added or new effects to them.
(edited by Azrayl.4936)
F1 – fight!
F2 – flight!
It’s really what adrenaline is all about.
F1 – fight!
F2 – flight!It’s really what adrenaline is all about.
^ golden.
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