A friend of mine that cannot longer post on the forums asked me to post his toughts about balance here .
This changes are not mine .
“We know people think there are many overpowered traits in the warrior tree, however what people don’t understand is it also has some of the worst and hilarious traits in the game as well. These are some ideas to balance both of them. By bringing down the power of the stronger traits and spreading them around it will make a lot more builds available to the warrior so we are not just locked to a very few. However some of them will be in the same tree whilst others will not.
Nerf : Dogged March.
Buff : Building Momentum.
Remove the regeneration from dogged march, honestly it shouldn’t be so much more powerful then the other classes stuff. However with the recent nerf to Building Momentum, one of the warriors most active traits the skill became useless. Lets give the regeneration and add vigor to Building Momentum to give the warriors more “active” defense and bring down the power of passive defense. This also nerfs popular builds like HAMBOW (X/X/6/X/6.) because it removes that passive regeneration defense from dogged march from it.
Nerf : Cleansing Ire.
Buff : Thick Skin
Remove the Adrenaline Gain when hit from Cleansing Ire and give it to “Thick Skin”. This is a no brainer, seeing as how useless Thick Skin as a trait alone is. You can also change the toughness to be based of your adrenaline as well. Stage 1: X Toughness, Stage 2: X Toughness, Stage 3: X Toughness. This is a great addition and change to Thick Skin, because it makes it so you have to actively manage your toughness. You actually get weaker when your spend your adrenaline. I believe this is how it all should be.
The Tactics line . This line is well known for having the worst minor traits in the entire game. Recently Necromancers shared this title but in Anet’s blessing they actually changed their minion traits to be very good ones. I feel the same should be done for the tactics line. Here are just some ideas.
5 : Using a Healing Skill grants Regenerating Mist to allies. This makes the warrior want to use his healing skills. Of course how much regeneration you get depends on which healing skill you use. Some are far more then others.
15 : You and your allies gain X seconds of quickness when you revive an ally. With a short cooldown. This promotes active play. I think it should give you quickness based on how long it takes to revive someone. This means people aoeing you if it takes longer may get punished for it if they can’t finish off their foe.
25 : Gain Evasion when you use a burst skill. This gives tactics line its own sort of defense, since it doesn’t have as much as the defense line. It is also a major sacrifice. This is to buff support warriors to make them closer to offensive and hambow warriors, it also doesn’t effect the overpowered ones. This is a push to buff the way way way weaker parts of the warrior. You can even make it block instead of evasion so you can make more trait coherence."
(edited by silentnight warrior.2714)
. But if people want that i will add in the notes.