Hello warriors,
I started a little rework based on traits too. Some of the old traits are removed, many are changed or swapped and many more are new.
Link
(Traits with an ??? name are unnamed, traits with an … description are the unchanged old ones)
The design starts with two mayor changes:
1. Fast Hands baseline as class mechanic
2. A bigger adrenaline change: All traits that helps building up adrenaline are removed. Get adrenaline for each second in fight (baseline) and weapon skills builds up adrenaline when using it. (It ignores the numbers of hits and targets.) The gain is based on the cooldown of the skills (1 per 2 seconds of cd will work).
The goal was to give the class more options and make the decision to use a burst skill more important. Adrenaline is built up much slower but your 3-bar-bursts are much stronger (e.g. cleaning ire remove 1 condition on 1 bar, 3 on 2 bars and 6 on 3 bars) and there are more options to benefit from burst skills.
Every 10 seconds you can use your 1 bar burst skill when you dont use skills in fight. It dont cares about the numbers of enemies you fight. And when an enemy holds you in stun lock, you get the posibility to use you burst skill as an escape skill.
To use the 2 bar or 3 bar burst you have to land weapon skills on at least one enemy. (Again it dont cares about the number of enemies you fight.)
But it is for sure that you can use you 2 bar skill after 20 seconds and 3 bar skill after 30 seconds when you dont can do anything in battle.
I tried to reduce passive gameplay of the warrior and gave it options for active adrenaline management.
A warrior in fight should say “shall I use my 2 bar burst now or is it better to wait for 3 bar because of more benefit? how can i speed up my adrenaline build up for it?”
Each specialization have three lines, each with an theme. Some of them are more destructive, some are more for sustain.
E.g. have the Strength specialization one line to boost you damage, one for offensive group support (with palanx strength) and one for sustain.
There are some more traits that triggers on weapon swaps and many more that have an effect after spending adrenaline.
There are no more traits that have an passive effect based on the adrenaline you have. (Adrenal healt heals just after a burst skill)
Weapons are merged in in five groups of traits:
- onehanded mainhand (sword, axe, mace)
- onehanded offhand (sword, axe, mace)
- twohanded (greatsword, hammer, spear)
- defensive offhand (shiled, warhorn)
- ranged (rifle, longbow, harpoon gun)
There are a few skill changes:
The biggest is that physical skills (with its trait) now use your adrenaline and trigger traits like cleansing ire. Additional they gives protection.
Healing surge should be a physical skill because its old version was based on adrenaline.
Rampage can be a stance instead of physical (i dont have reasons for it, just a better feeling :-) ).
Mending can be changed to a banner that heals after a few seconds and gain healing power, the banner of tactics gain condition duration instead of healing power.
At the berserker specialiazation i made just a few changes:
Rageskills gives adrenaline when not in berserk mode and have an addition effect when in berserk mode.
Berserk mode dont remove the adrenaline bar 2 and 3 and you can use the old burst skills on F1. Primal bursts can be used on F2 when you are in berserk mode and remove just one bar of adrenaline.
As a small bonus I have start to create a new elite specialization: the Paragon :-)
Thanks for reading and ignoring my bad english.