Anet, revamp mace skills 1-3 for wars.

Anet, revamp mace skills 1-3 for wars.

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Posted by: Fox Reeveheart.1890

Fox Reeveheart.1890

I don’t see maces used ever in the main hand, because skills 1-3 blow big time. Heck 4 isn’t even that good, it’s a very “meh” skill that takes way too long to actually follow through when you use it. The only nice skill is 5. Thus I only see maces used in the offhand.

edit: I forgot to bring up the fact that the 3rd chain in the 1 skill has a stupidly STUPIDLY long wind up.

(edited by Fox Reeveheart.1890)

Anet, revamp mace skills 1-3 for wars.

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Posted by: Purple Miku.7032

Purple Miku.7032

I take it you haven’t seen the upcoming balance patch changes then

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Posted by: Xytl.8659

Xytl.8659

Do not touch my 2 skill on the mace, I do not care about the other two.

Sincerely, a bunker warrior.

Aratyl ~Gate of Madness
Co-Leader of the Get Fresh Crew

Anet, revamp mace skills 1-3 for wars.

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Posted by: Fox Reeveheart.1890

Fox Reeveheart.1890

I take it you haven’t seen the upcoming balance patch changes then

The only thing I saw related to maces was pulverize being slightly sped up.

Anything else I need to know?

Anet, revamp mace skills 1-3 for wars.

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Posted by: Purple Miku.7032

Purple Miku.7032

The autoattack is the only thing that obviously needs tweaking aside from tremor not activating yet still taking the cooldown when used against an enemy that’s not directly in front of you. With mace autoattack chain you deal negligible damage compared to that of an axe’s, so that’s why it’s never going to be a first-choice weapon in PvE. In PvP it’s actually useful.

The only other things that I’d maybe say would be fine would be to perhaps increase the damage coefficient of Pommel bash and perhaps increase the blocking duration of Counterblow slightly. They don’t seem to be too out of line tbh.

Crushing blow I wouldn’t be opposed to having it deal more damage I suppose, but the 4 stacks of vulnerability for 10 seconds seems pretty nice to me especially since it cleaves.

Speeding up pulverize is something you asked for in your post, is it not?

(edited by Purple Miku.7032)

Anet, revamp mace skills 1-3 for wars.

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Posted by: vespers.1759

vespers.1759

Mainhand mace is good for mai I guess.

Bristleback can’t hit anything? Let’s fix the HP bug instead.

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Posted by: Zefrost.3425

Zefrost.3425

Mace 2 should block projectiles like sword 5. Fact.

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Posted by: Purple Miku.7032

Purple Miku.7032

Mainhand mace is good for mai I guess.

Yup. I use it at Mai Trin as well.

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Posted by: Harper.4173

Harper.4173

The F1 should be improved since it was nerfed in the context of the previous adrenaline status.
after the feature patch it’ll be even worse.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: TokyoGhost.6492

TokyoGhost.6492

The F1 should be improved since it was nerfed in the context of the previous adrenaline status.
after the feature patch it’ll be even worse.

this truth hurts so much man…

I made so much mistakes that I now make mistakes without mistake.

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Posted by: JETWING.2759

JETWING.2759

Mace #1 (Pulverize) should have 0.5s cast time.
Mace #2 should keep blocking if out of range of counter blow.
Mace #3 Needs do more damage.

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Posted by: Doon.2364

Doon.2364

I used mace mainhand. Here is what I propose.

-1 the third attack should give a 1 sec daze effect if land. Auto attack needs to be faster as it is way too slow at the moment.

-2 Should keep blocking ranged attacks like sword 5 does.

-3 change it to a swiping move that hits max 3 targets within a 240 range for interrupt. This move is currently way to short to land consistantly.

-4 -5 is fine.

F1 reduce cast time and minor increase in range. Currently it is way too slow. With the change in adrenaline lost, missing the skullcrack will be too punishing for any skullcrack builds.

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Posted by: Pregnantman.8259

Pregnantman.8259

Daze on auto attack is overpowered for obvious reasons. To make the burst more reliable and make mace worthwhile, some Cripple along with the Weakness on autoattack chain can be implemented, or maybe the third skill can apply a short Immobilize.

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Posted by: Ilien.5302

Ilien.5302

Can anyone provide a link to the balance patch mentioned? I can’t seem to find it.

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Posted by: nicknamenick.2437

nicknamenick.2437

if they gonna buff Mace 1/2/3 they also reduce the 3 sec stun from F1?

like they nerfed some from Greatsword to buff F1….

Dunno.. be carefull for what you ask :-)

And before you say… well the skill aint great now so why nerf other..
Same for GS.. the skills where fine and nobody used F1.. so why does it need some nerfs in damage to buff its F1.. its minor i know but still it doesnt make sense

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Posted by: JETWING.2759

JETWING.2759

if they gonna buff Mace 1/2/3 they also reduce the 3 sec stun from F1?

like they nerfed some from Greatsword to buff F1….

Dunno.. be carefull for what you ask :-)

And before you say… well the skill aint great now so why nerf other..
Same for GS.. the skills where fine and nobody used F1.. so why does it need some nerfs in damage to buff its F1.. its minor i know but still it doesnt make sense

f1 already have been nerfed, now is near useless due too long cast time and animation.
This skill requires bull’s charge or shield bash to lands.
With incoming buff to GS f1, this skill will become completely useless. Players no longer will needs lock down foes to deals high damage with gs.

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Posted by: killahmayne.9518

killahmayne.9518

To me the Mace doesn’t have a unique identity as a mainhand weapon. It is supposed to be a defensive/CC weapon I guess but the hammer does the CC part much better, and only one skill makes it defensive which is the counterattack.

In my opinion, I think the first and second chain of the mace auto attack should inflict 3 seconds of weakness. And the last chain of the mace deals more damage while being 3/4 cast time, and also blocks for that duration.

Counterblow is fine the way it is.

These changes fulfill the defensive aspect of the mace by adding a block on auto-attack and easier access to weakness.

And with pommel bash, if you use it while your opponent has weakness, it becomes a 2 second daze and lowers their armor by 5% for 5 seconds. A 2,500 armor target would only have 2,350 armor for that duration. This adds some more skillful play into the equation.

With skull crack, I feel like that it should be given an additional effect. Something like, the force of the skull crack is so loud and powerful that it lowers the effectiveness of the armor of the person you hit, and those within a certain radius by 10% for 5 seconds.

It kind of fits the theme of how I think ANet envisions how the mace should be, a defensive/CC weapon that weakens your opponents defenses/offense rather than being highly damaging in itself. And it also makes the mace a unique weapon aside from a wannabe hammer. I understand maybe that some things may need to be nerfed about it. But I think ANet should play around with the Mace being a weapon (seeing how it is a weapon that punctures armor in lore) that lowers the effectiveness of armor on targets.

Mace/Greatsword Video (Sept Patch)

https://www.youtube.com/watch?v=MoAjKtD6MLY