[Suggestion] Warrior Overhaul

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Q:

Hello fellow Warriors! If you don’t remember me, I wrote the Suggestions for the Warrior thread a little while back. It was received very well, and b/c of that I said I’d attempt to write up a full overhaul in a nicer format.

This will be very similar in appearance to the Warrior Redone thread, but the content and ideas are a bit different from what they are working on. I do want to applaud the work that’s gone into that thread, and kudos to emkelly.2371 for all of the work he’s put in. Way to go!

Ok, so here is what I’ve been working on! I went with google docs, and tried to make it easy to read. I’ve made a lot of changes to our traitlines (excluding Berserker… I didn’t feel it needed anything with the changes to the other traitlines), and would like critiques. Please be kind, and if you think something should be changed, please leave your reason/s as to why. I did my best to make things as balanced as possible, but as we all know… balance is up for interpretation. Enjoy!

-Brude

Edit – I forgot to add that all of these ideas are with the idea that Fast Hands is baseline (which it needs to be)!

Edit 2 – It should be said that not all of the ideas I’ve used are my own. You can look through the Suggestions for the Warrior thread to see who came up with what. I’d love to give credit individually, but that takes too much time… and this is already a monster time sink, haha. Thanks to everyone who contributes! It makes it all worth it!

Edit 3 – Changed some formatting on my sheet for ease of viewing changes. I also changed the name of this thread, b/c my name in front of it doesn’t add anything to the goal of what I’m trying to achieve.

(edited by Mashedwarf.8235)

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Weapon Skill Changes

Rupturing Smash… I think that ability is total garbage in almost every way. It isn’t worth adding a new tab in my sheet for though, so I’ll post the idea here.

My proposed idea:

  • Collapse – Jump to the target location and slam your hammer down with such force, you cause a gravitational pull in the surrounding area.

This ability would go back to the complete 360 targeting that Earthshaker has, and its range and damage should be adjusted accordingly to how powerful/spammable this ability would be (as it’s a Primal Burst skill). Thematically the Warrior is the only profession that could achieve such a feat of strength, and it would give us one hell of a good reason to use the Hammer again.

Edit – Finally added something to one of my reserved posts!

(edited by Mashedwarf.8235)

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Reserved for future use.

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Posted by: choovanski.5462

choovanski.5462

into it. provides a lot of sustain that warrior lacks, and does so in interesting and creative ways.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria

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Posted by: TheBravery.9615

TheBravery.9615

why did you keep thick skin? it’s a pretty terrible trait for warriors to begin with.

edit/
adrenal transfer healing might be too low (gaining a full bar gives you 900 HP, and warriors have alot of HP to begin with. What happens when adrenaline is full?)

Chop block’s ICD will make it a poor choice vs berserker’s power and even axe mastery

Arms tree looks alright

Rousing resilience has always been a poor grandmaster due to the fact that stability works against it. How about changing it so you gain a stacking damage reduction effect whenever stability negates income CC? (e.g. rousing resilience, 10 seccond effect, 10% damage reduction per stack, up to 5 times)

I like your powerful synergy change

(edited by TheBravery.9615)

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Posted by: Mashedwarf.8235

Mashedwarf.8235

into it. provides a lot of sustain that warrior lacks, and does so in interesting and creative ways.

Thank you very much!

why did you keep thick skin? it’s a pretty terrible trait for warriors to begin with.

You know what? You’re right. I was justifying it mostly from a PVE standpoint, but even then it could be more beneficial. I’ll take a look at how I can tweak/replace it without breaking things.

adrenal transfer healing might be too low (gaining a full bar gives you 900 HP, and warriors have alot of HP to begin with. What happens when adrenaline is full?)

I kept the healing low b/c Warriors have a lot of ways to generate bursts of Adrenaline. We have Traits (Cleansing Ire, Furious, Vigorous Shouts, and Burst Mastery), Healing Skills (To the Limit and Blood Reckoning), Utility Skills (all Rage Skills, all traited Shouts, Berserker Stance, and Signet of Fury), and Elite Skills (Signet of Rage and Headbutt) that all generate Adrenaline for us, so I felt that number was high enough to be a solid trait choice, and low enough to not be overpowered… Add in the passive healing from Healing Signet, and we have a lot of healing coming our way.

When Adrenaline is full, we don’t get healing from the trait. But with the adjustment I made to Adrenal Health, we aren’t punished for using our Burst Skills… we are only punished for not paying attention to our Adrenaline level. It requires us to make intelligent decisions regarding our Adrenaline, and increases the skill cap for the Profession.

Chop block’s ICD will make it a poor choice vs berserker’s power and even axe mastery

It all depends on the build you use… I gave it that knockdown duration and ICD to be fair to comparable skills (ie Backbreaker). Of course the numbers can be tweaked, but I think overall it makes for a potentially excellent GM trait… I could be biased. <_<

Rousing resilience has always been a poor grandmaster due to the fact that stability works against it. How about changing it so you gain a stacking damage reduction effect whenever stability negates income CC? (e.g. rousing resilience, 10 seccond effect, 10% damage reduction per stack, up to 5 times)

I do like your idea for changing RR. The only reason I didn’t change RR is b/c there are builds currently making it work with the addition of the Berserker trait line. I personally don’t use it, but it has a lot of potential.

I like your powerful synergy change

Thank you! I was hoping the change wouldn’t go unnoticed (I only removed a word from the original description)… It was the easiest trait adjustment I made, and I think with the change, it would finally be worth the GM slot.

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Posted by: Yashuoa.9527

Yashuoa.9527

Nice to see that several suggestions from people, from the Suggestions for the warrior thread,
have made it into the document.

Like:
Document.
Looks nice. Well done.
However at some traits, stuff like internal cooldown the number of chance% for something to happen are not specifically listed.
Maybe you could add those?

Adrenal transfer and Adrenal health.
Sustain through traits like Adrenal transfer and Adrenal health.
Cool to gain health based on gaining adrenaline and on hitting with burst finishers.

Signet mastery.
Nice anti block group utility.

Burst precision ignoring boons.
Time for those burst finishers to count.
They are a really important class mechanic after all and they shouldnt be drowned in all the dmg reduction boons that are heavily flying around nowadays.
This trait can help battle that.

Merciless hammer.
Good that hammer has been given more identity.

Reinforcing mace.
Mace been given more identity and nice synergy with the Heavy armor protection trait. What is the internal cd on Heavy armor?

Inspiring battle standard.
Cool addition. We throw standards in people to finish downed foes after all,
so why not battle standards. Nice.

Powerful synergy
Nice change that makes it work for all blast finishers.

Not so fast.
Intersting way to get some superspeed.

Blinding rage.
Some nice blind protection.
Maybe bigger internal cd?

Dislike:
Merciless hammer.
I think that boon removal shouldnt be 50% on all hammer attacks, but rather be 100% removing x boon(s) on one/some of the 5 hammer spells for example. That way its more reliable. Whereas 50% if lucky, could make it overkill or unreliable if unlucky.

Peak performance.
Isnt this way to strong on Rampage?

Mind over matter.
Too strong imo. You can fill up the interal cooldown of mind over matter by doing mind over matter, healing signet, berserker stance and than mind over matter again.
This adds up to 6+6+8+6=potential 26 seconds of conditions not really harming you.

Unsure:

Burst precision.
I like the new Burst precision, however I am not 100% sure if it going through stability is okay as well, because some of our burst and primal burst finishers have interrupts on them.
Meaning we could interrupt someone with several stacks of stability.
Necro’s can corrupt boons, so warriors getting this new burst precision maybe doesnt have to be a problem, but I would still like to bring it in as a point of discussion.
Like raising the question wether stability should be excluded from that trait or not.

Versatile strike.
Why remove the adrenaline on swap and what is the range of Versatile strike?

Sustain.
Wont our sustain be to high now with Adrenal giving 6%-8%-10% on our finishers?
Doing finishers will especially happen often with Berserker spec.
Maybe the heal numbers need to be a tad lower?

(edited by Yashuoa.9527)

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Posted by: Mashedwarf.8235

Mashedwarf.8235

…some traits, stuff like internal cooldown the number of chance% for something to happen are not specifically listed.
Maybe you could add those?

The only specifics I added on the chart are to traits that I reworked/replaced. The rest function as they do currently.

Blinding rage.
Some nice blind protection.
Maybe bigger internal cd?

Getting the number balance is tough, so let me explain why I did what I did. I gave Blinding Rage similar duration to the Engineer’s Utility Goggles. I halved the Fury and Blindness Immunity from 10 to 5 seconds b/c I’d rather have more-short bursts of blindness immunity than less-longer bursts of it. Sure Utility Goggles has a 40 sec CD, but it’s also a stun breaker and has a toolbelt skill that applies 10 stacks of Vulnerability and 6 seconds of Reveal. This is why I feel the 20 second ICD is in a nice spot.

Dislike:
Merciless hammer.
I think that boon removal shouldn’t be 50% on all hammer attacks, but rather be 100% removing x boon(s) on one/some of the 5 hammer spells for example. That way its more reliable. Whereas 50% if lucky, could make it overkill or unreliable if unlucky.

Ahhhh this is a great suggestion! I’ve never been a fan of RNG b/c it hasn’t been a fan of me, so I will take your suggestion and run with it. I’ll make adjustments shortly after I finish replying to this.

Peak performance.
Isnt this way to strong on Rampage?

I was concerned about this exact thing when I adjusted the trait… I ended on the thought that Rampage has a huge CD, a short duration, and is easily controlled by a player who knows how it works. Would this change be a nightmare for new players? Yes, but so are Dragon Hunters… and they are easy kills once you know how to play against them. Same concept.

Mind over matter.
Too strong imo. You can fill up the interal cooldown of mind over matter by doing mind over matter, healing signet, berserker stance and than mind over matter again.
This adds up to 6+6+8+6=potential 26 seconds of conditions not really harming you.

Good call. I didn’t take all of those things into account, and wanted to argue “But… but… Diamond Skin” at first, but you’re totally right. I upped the ICD to 30 seconds, which should put in more in line with where it should be.

Burst precision.
I like the new Burst precision, however I am not 100% sure if it going through stability is okay as well, because some of our burst and primal burst finishers have interrupts on them.
Meaning we could interrupt someone with several stacks of stability.
Necro’s can corrupt boons, so warriors getting this new burst precision maybe doesnt have to be a problem, but I would still like to bring it in as a point of discussion.
Like raising the question wether stability should be excluded from that trait or not.

Great question! I’ll be honest… I really struggled leaving this one as is. The intent is to make burst skills ignore Protection, Retaliation, and Resistance. The 2 boons that make it the most difficult to implement are Stability and Aegis… Stability more so than Aegis. I’m not sure on the answer, and I’d like to see more discussion on this one before I make any changes.

Versatile strike.
Why remove the adrenaline on swap and what is the range of Versatile strike?

With the addition of Adrenal Transfer, I felt that it would add too much sustain. I included a range indicator.

Sustain.
Wont our sustain be to high now with Adrenal giving 6%-8%-10% on our finishers?
Doing finishers will especially happen often with Berserker spec.
Maybe the heal numbers need to be a tad lower?

I actually LOVE the amount of healing a Berserker would get with the numbers like they are. I think in its current state, going Berserk is too weak. This would give it more of the “Unstoppable” feeling I think ANet intended it to have. I did change the wording a bit to reflect that you have to land the burst skill to gain the healing, like with Cleansing Ire.

Thank you so much for all of your feedback Yashuoa! I look forward to more soon!

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Posted by: lighter.2708

lighter.2708

stop looking at traits
warrior need better utility, better skills and better burst skill..not traits..

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Posted by: Yashuoa.9527

Yashuoa.9527

@ Mashedwarf/Brude

Thanks for the reply.

Sustain.
I believe that we shouldnt have more or equal personal sustain (in a dmg build), compared to builds that sacrafice dmg for it to get it. So as long as that is the case, adrenal health is nice.

We dont want to appear on people their ‘’nerf radar’’. Its better to become strong again, but just fly under the radar.

Blinding fury.
We have other tools like Berserker stance which provide blind immunity too and if you combine that with blinding rage, the 20sec internal cd will be almost done. That is why I made the comment regarding the cooldown.

Peak performance and Rampage.
I feel the unblockable part is to much on rampage.
Its fine for the other physical skills.

Several dragonhunter traps are blockable and dealing with the traps and such lasts shorter than Rampage (15 sec).
Rampage has swiftness, stab stacks, cripple and chill reduction, superspeed if that new trait of yours is selected, 25% dmg reduction and
all its attacks except autoattack are more than 500 range.
I rather see a bit extra lower cooldown on rampage than it being completely unblockable.

Versatile strike.
There are also Rifle traits in the discipline spec. For both rilfle and non-rifle, an adrenaline on swap was equally good as a minor that you get by default,
but a 300 range dmg attack on weapon swap is mostly good for non-rifle.
Maybe it could do more range if a rifle is equipped? Or something else that makes it equally good for rifle?

The new burst precision.
Yeah it would be nice if more people can give their view on it.

What is the internal cd on heavy armor?

stop looking at traits
warrior need better utility, better skills and better burst skill..not traits..

If you look at the document that he posted, than you can see that the changes in traits improve some of the things you mention.

Burst skill trait for better burst skill (new burst precision trait).
Group wide unblockable for x sec (utility).
Better sustain. Better defences in general.

Anyway, feel free to throw in suggestions for things like non-traits, that you would like to see.
Like in here or in the suggestions for the warrior thread that he posted in the opening post. Whatever is best.

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Posted by: lighter.2708

lighter.2708

If you look at the document that he posted, than you can see that the changes in traits improve some of the things you mention.

doesn’t matter, we need better skills by default like everyone else, not by traiting
we need skills that are unblockable by default, we need skills that can land more reliably, we need more/better movement skill that have evade frame in it
and we need more controllable boons (quickness, fury, unblockable) like 50% below proc is so bad

(edited by lighter.2708)

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Sustain.
I believe that we shouldnt have more or equal personal sustain (in a dmg build), compared to builds that sacrafice dmg for it to get it. So as long as that is the case, adrenal health is nice.

We dont want to appear on people their ‘’nerf radar’’. Its better to become strong again, but just fly under the radar.

I 100% agree with this, and tried to work all of the trait ideas with this in mind. Finding a balanced place for the Warrior is my #1 goal.

Blinding fury.
We have other tools like Berserker stance which provide blind immunity too and if you combine that with blinding rage, the 20sec internal cd will be almost done. That is why I made the comment regarding the cooldown.

And I completely agree with you! One of my goals behind reworking the traits was to give Warriors options other than Stances. I think this trait and Mind Over Matter accomplishes that, and makes Berserker Stance less mandatory than it is now.

Peak performance and Rampage.
I feel the unblockable part is to much on rampage.
Its fine for the other physical skills.

Several dragonhunter traps are blockable and dealing with the traps and such lasts shorter than Rampage (15 sec).
Rampage has swiftness, stab stacks, cripple and chill reduction, superspeed if that new trait of yours is selected, 25% dmg reduction and
all its attacks except autoattack are more than 500 range.
I rather see a bit extra lower cooldown on rampage than it being completely unblockable.

Fair enough. I’m one who believes that Elites should be game changing abilities, just like they were originally advertised when the game launched. This obviously isn’t/hasn’t been the case, and when any Profession’s Elites have worked this way… they’ve been nerfed. I’ll think on it.

Versatile strike.
There are also Rifle traits in the discipline spec. For both rilfle and non-rifle, an adrenaline on swap was equally good as a minor that you get by default,
but a 300 range dmg attack on weapon swap is mostly good for non-rifle.
Maybe it could do more range if a rifle is equipped? Or something else that makes it equally good for rifle?

I see your point, but I’m not sure what change could be made that wouldn’t make the rest of the weapon sets OP. My first thought was to make Versatile Strike also cripple, but that’s an AOE cripple every 5 seconds, and as much as I’d love that… I feel it could be a little broken. Let’s toss around some ideas on it before I change anything, and see what the community can come up with.

What is the internal cd on heavy armor?

I added the details in yesterday, and gave it a 10 sec ICD. I considered how the trait would work with or without Reinforcing Mace, and that seemed like a fair number.

stop looking at traits
warrior need better utility, better skills and better burst skill..not traits..

If you look at the document that he posted, than you can see that the changes in traits improve some of the things you mention.

Burst skill trait for better burst skill (new burst precision trait).
Group wide unblockable for x sec (utility).
Better sustain. Better defences in general.

Anyway, feel free to throw in suggestions for things like non-traits, that you would like to see.
Like in here or in the suggestions for the warrior thread that he posted in the opening post. Whatever is best.

This. I appreciate your input lighter.2708, and would like constructive feedback. As Yashuoa.9527 pointed out, I address a lot of the problems you’re concerned with, but you have to actually look at my spreadsheet to see that.

As far as where I’d like to see the feedback go… this thread is my preference. I think that everything in Suggestions for the Warrior is great, but my main focus is now with this thread. I do plan to add more on Weapon Skills and Utilities in my reserved posts, but I haven’t had time to put them all together yet.

Thanks again,

-Brude

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I finally found some time to add a bit more to my spreadsheet! At the bottom left-hand side of the sheet you will see a new tab named “Utility Skills”. I made changes to what I felt still needed it with my Trait overhaul ideas in mind. I also tweaked some of the trait ideas discussed earlier in this thread (Peak Performance, Merciless Hammer, Thick Skin, and others). Please let me know what you think!

Also, if there is something about my formatting that you would prefer I do, or that you think would get more eyes on this thread… Please let me know! I know that looking at a sheet this size is a bit overwhelming at first glance, and is an instant “close window” kind of thing for a lot of people… and that’s the last thing I want.

I plan to take on the Burst/Primal Burst skills next, so if you have any suggestions I’d love to hear them!

Have a Happy New Year if I’m not back on here by then!

-Brude

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Posted by: Urejt.5648

Urejt.5648

all war stances on 30 sec cooldown. it will bring back the beast

Yo Hooj Jest Pole

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Posted by: Ottohi.2871

Ottohi.2871

Long time warrior of 2k+ hours here since day -2, thought I might toss out my thoughts and maybe summon Burr if he’s still around.

Try and work these in if you can (sorry, haven’t reviewed what you want XD):

What we don’t need:
More damage
More damage
MORE DAMAGE!

What we do need:
A weapon or utility ability to heal us for at least 2k (further augmentation possible).

A trait that directly addresses blind

Utilities addressing dodge/invuln that aren’t just passive click and forget (like evades and such).

A trait with specificity boon stripping (removes regen and protection and vigor)

Baseline Fast Hands. I know, I know, but originally only warriors had weapon swap, which is why we get weapons that are like all utility or all damage (mace or greatsword). We need this.

Reworked trait passive healing.

Utility and trait utility. What I mean: Restorative Strength before removed like chill, weakness, crippled, and one other I forget. Now it just gives might. Before Always Angry gave us a solid 10 adrenaline to keep slower weapons (mace and hammer) users going. Now it gives more damage. Outa here! Also just because it hurts someone or gives us a boon doesn’t mean it’s useless. Like physical abilities restoring endurance.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Try and work these in if you can (sorry, haven’t reviewed what you want XD):

A weapon or utility ability to heal us for at least 2k (further augmentation possible).

A trait that directly addresses blind

Utilities addressing dodge/invuln that aren’t just passive click and forget (like evades and such).

A trait with specificity boon stripping (removes regen and protection and vigor)

Baseline Fast Hands.

Reworked trait passive healing.

Utility and trait utility..

Thanks for your input Ottohi. If you would have looked through my spreadsheet, you would have seen that I have already addressed nearly all of your requests. I get that it’s a long read, but coming in here and posting, while totally disregarding all of my work is pretty frustrating to me… especially b/c if you would have looked through my spreadsheet you would have been able to give input, rather than listing the commonly known Warrior problems I’ve already addressed.

I apologize if I’m coming off as rude, but I put a lot of time into this so we could work together as a community to give ANet a platform for fixing our Warrior. I ask that you please go back and read through the spreadsheet, and see what you think of the proposed changes. I’d greatly appreciate it. Thanks.

-Brude

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Posted by: Knighthonor.4061

Knighthonor.4061

I dont like Axe Mastery as Grandmaster trait. Need something more general.

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Posted by: Jekkt.6045

Jekkt.6045

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Loop.8106

Loop.8106

Hoping to not shoot you guys down. This comes from the perspective of a Necromancer.

Warriors dmg more specificly; Burst skills are in a really good spot. The issue seems to be Survivability (outside of stances) aswell as team utility.
Warriors are basicly forced to go Endure Pain aswell as Berserker Stance, leaving little to no room for diversity.
I would like to see the grandmaster earth trait for eles make an appearance on the warrior defense line. Making them able to use Signets while still maintaining the passive on it. This would open up warriors to use their Healing Signet for Resistance.

As for the issue of team utility. I would not like it to be increased rather than everyone elses decreased.

Optimise [OP]

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Posted by: StickerHappy.8052

StickerHappy.8052

Hello fellow Warriors! If you don’t remember me, I wrote the Suggestions for the Warrior thread a little while back. It was received very well, and b/c of that I said I’d attempt to write up a full overhaul in a nicer format.

This will be very similar in appearance to the Warrior Redone thread, but the content and ideas are a bit different from what they are working on. I do want to applaud the work that’s gone into that thread, and kudos to emkelly.2371 for all of the work he’s put in. Way to go!

Ok, so here is what I’ve been working on! I went with google docs, and tried to make it easy to read. I’ve made a lot of changes to our traitlines (excluding Berserker… I didn’t feel it needed anything with the changes to the other traitlines), and would like critiques. Please be kind, and if you think something should be changed, please leave your reason/s as to why. I did my best to make things as balanced as possible, but as we all know… balance is up for interpretation. Enjoy!

-Brude

Edit – I forgot to add that all of these ideas are with the idea that Fast Hands is baseline (which it needs to be)!

Edit 2 – It should be said that not all of the ideas I’ve used are my own. You can look through the Suggestions for the Warrior thread to see who came up with what. I’d love to give credit individually, but that takes too much time… and this is already a monster time sink, haha. Thanks to everyone who contributes! It makes it all worth it!

If I may

The entire adept line in strength needs change.

Why?

90% of the time you will choose peak performance.

the other 2 needs buffing to create more build diversity.

Champion Illusionist Champion Hunter Champion Phantom Champion Magus

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I dont like Axe Mastery as Grandmaster trait. Need something more general.

If you combine its synergy with the new Arms tree (Dual Wielding specifically)… it gives the option for PVErs to do a different kind of extra damage from Berserker’s Power. It’s a choice of more smaller hits, or less bigger hits. Plus it’s a trait that allows the power builds to have a usefully buffed Axe set, while indirectly buffing Forceful GS.

I would like to see the grandmaster earth trait for eles make an appearance on the warrior defense line. Making them able to use Signets while still maintaining the passive on it. This would open up warriors to use their Healing Signet for Resistance.

As for the issue of team utility. I would not like it to be increased rather than everyone elses decreased.

Thank you for giving suggestions in your critique! I wouldn’t be sad to see a trait like this on the Warrior, but the only time I’d see this being more useful than other traits is with Healing Signet… which I’d like Warriors to get away from using all the time (see my new Healing Skills section).

As far as team utility goes, I’d like more offensive utility rather than defensive utility if it is to change.

If I may

The entire adept line in strength needs change.

Why?

90% of the time you will choose peak performance.

the other 2 needs buffing to create more build diversity.

Thank you for your input! I agree that a high percentage of the time Peak Performance will be picked, but with the changes to the Healing Skills that I’ve added… I think Restorative Strength is a big contender now. And as much as I’d like to get rid of Death From Above… it has it’s uses (Jumping Puzzles), and would definitely be a missed trait in the times that people actually use it. If you have any suggestions for replacements, please list them!

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I changed some of the formatting on my sheet to assist in being able to see what has been changed, what hasn’t, and what is totally new. I wanted to tackle that issue before working on the Weapon/Burst Skills.

I also changed the name of the sheet as I posted in the Edit – 3 section of my opening post. On top of my name not meaning anything to anyone, it certainly doesn’t add anything to the thread either. I haven’t been getting the feedback that I had hoped for with this thread, so maybe the formatting changes and the non-specificity of the title will help. In the meantime I will hopefully find time to work on those Weapon/Burst Skills I’ve been talking about working on, haha.

-Brude

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Posted by: Rauderi.8706

Rauderi.8706

Thanks for your work so far on this! Comments below.

Strength
Peak Performance – Unblockable Physicals? Not a bad idea, though I worry it might be OP for Stomp.
Adrenal Transfer – If I went Defense, Strength, Healing Signet.. That’s a huge amount of regen. And Signet of Rage ends up becoming a part of the Warrior’s regeneration engine. And I’m not sure regen’s appropriate for the primary offense trait line.
It does encourage spending adrenaline, since I would assume if you’re not actually gaining adrenaline, it wouldn’t activate healing. Something to think about.
Body Blow – Probably for the best to merge the two interrupt traits.
Axe Mastery – I see some potential conflict with the speed boost and Berserker/Dual Wielding, but otherwise, 15% dps boost is okay by me.
Chop Block – A bit rough, since it’s a long cooldown reliant on using endurance. Seems like it’d be difficult to plan effectively.

Arms
Blood Clot – Mingles with Cull the Weak. Probably shouldn’t have two different traits that apply Weakness.
Not So Fast – Rings of being mostly a PvP trait to me.
Blinding Rage – Yay for breaking up blind-spam!
Burst Precision – I can see ignoring Protection, but this trait would also ignore a fair amount of counter-play in Aegis and Retaliation.
Signet Mastery – Need some details on this one. 25% Threshold? Internal cooldown? I do like the group support aspect though.

Defense
Thick Skin – A needed improvement.
Adrenal Health – Ah, I see why Adrenal Transfer is the way it is. Should probably nudge this to Strength and keep the passive regen to Defense’s minor. (Granted, the active version would be a buff to Defense.)
Heavy Armor – Self-applied Protection, yes please.
Cull the Weak – I’ve always come real close to picking this one, but the damage and threshold kept me from it in favor of greater mobility with Dogged March. The adjusted bonus is much more competitive.
Reinforcing Mace – Great synergy with the Heavy Armor minor, and huge Protection uptime. With Mace being the “defense” weapon for warrior, this has a strong identity.

Tactics
Quick Breathing – I want to feel awesome again, yes.
Powerful Synergy – Since Leap finishers suck, applying the double to any sounds great. (Warhorn 5 in a water field = splash heals!)

Discipline
Versatile Strike – Encouraging for those who are double-melee, but it doesn’t do anything for ranged folk. Might want to keep the 5 adrenaline bonus.
Versatile Power – I’m presuming this runs on the Baseline Fast Hands paradigm.
Brawler’s Recovery – …which suddenly becomes sexy with BR as a minor. o_O
Inspiring Battle Standard – lol. LOL. LAWL. Yes. Such a PvP skill (useless in PvE), but hilarious.
Merciless Hammer – While I would love nearly 100% uptime on +100% damage… Or did you mean Disabled foes? Hammer 2 stacks on a solid time of Weakness, which would be great synergy with the trait, though it’d step on Cull the Weak. If you meant Disabled foes, scratch it. Please. Hammer is too ruddy slow to ever make use of it, no matter the damage bonus. (Funny as hell on Defiant bar breaks, though.)
As I was pointing out in the other revamp thread(s), hammer could get some huge benefits from Stability, even if it’s just 1 stack for 1 second, enough to cover skill activation. Not even on the autoattack, just the 2-5 skills. If Juggernaut gets constant Stab-spam (and Might) for one trait, why not Warrior?
Mind Over Matter – Also sexy. Warrior needs Resistance. I’d say 3 + conditions, 3 seconds Resistance, 15 sec cooldown. Very few instances where you’ll get slapped with 5 condis, and the cooldown makes it somewhat reliable. So chop it all in half, and it looks great.

-

On My Mark – Not sure I’m keen on a huge cooldown hike, but Vuln+Taunt makes for a great opener or catch.

Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Serdoc.7261

Serdoc.7261

Very nice document.

Everything seems pretty well thought and out and a solid idea, with the exception of burst precision ignoring all boons. I think that would be bad because it would ignore stability.

Overall, good post, +1 to you sir.

I’m not sure, can you, umm…. do that again? ROM – 2015
#allisvain

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Posted by: emkelly.2371

emkelly.2371

Peak Performance
Unblockable for a single strike does not seem to be something easily added in as a mechanic. First of all, each physical skill is already a single strike. So you’d have to put an internal cool down on it. unfortunately its hard and buggy to add a cool down to effects from multiple skills linked to one trait. don’t get me wrong, it’s important for physical skills to hit, but they also need the chance not to hit. Otherwise you will simply see people demanding a nerf to it and you’ll be back to square one. for one thing if i had an unblockable single strike I would thereby have several unbloackable’s because one CC can lead to another, to another to another. Exmple bellow

Unblockable Stop>Bull rush><Kick>Earthshaker>Backbreaker>staggering blow>sheild bash>Skull Crack>RAMPAGE!!!!!! Things get bad from there.

So i’d against unblockable CCs. but i agree that if you are going to go in a different direction with Physicals, maybe loo at each skill individually, or completely remove peak performance and make it something else.

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Posted by: TheBravery.9615

TheBravery.9615

Hello Brude,

Thanks for posting this. I drew some inspiration from your post to develop some suggestions myself. Do us a favor though, would you be able to enable commenting? Click on the top left button “Share” and enable commenting. It allows for easier collaboration. (To add a comment, it’s CTRL + ALT + M, after highlighting something)

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Posted by: Nialis.9647

Nialis.9647

Mind over matter. Make it so!

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Posted by: Mashedwarf.8235

Mashedwarf.8235

This post is all replying to you Rauderi.8706. You gave me a lot of great feedback, so here we go!

Adrenal Transfer – If I went Defense, Strength, Healing Signet.. That’s a huge amount of regen. And Signet of Rage ends up becoming a part of the Warrior’s regeneration engine. And I’m not sure regen’s appropriate for the primary offense trait line.
It does encourage spending adrenaline, since I would assume if you’re not actually gaining adrenaline, it wouldn’t activate healing. Something to think about.

Adrenal Health – Ah, I see why Adrenal Transfer is the way it is. Should probably nudge this to Strength and keep the passive regen to Defense’s minor. (Granted, the active version would be a buff to Defense.)

You know… I really like the idea of swapping the two traits from Strength and Defense! It makes sense thematically to have them swapped, and not as much the way I had them. I will work on swapping/reworking the lines after I finish typing this!

Chop Block – A bit rough, since it’s a long cooldown reliant on using endurance. Seems like it’d be difficult to plan effectively.

It has a nice synergy with Reckless Dodge, and at higher levels of PvP counting CDs is pretty common. I think in the right hands, this could be really amazing!

Blood Clot – Mingles with Cull the Weak. Probably shouldn’t have two different traits that apply Weakness.

You are absolutely right, and this is the first time it’s been pointed out to me. I looked over the traits again, and there is definitely too many weakness applications… Especially with my Merciless Hammer trait. I will work on a fix!

Burst Precision – I can see ignoring Protection, but this trait would also ignore a fair amount of counter-play in Aegis and Retaliation.

This shouldn’t be like it is… when I made my formatting changes, I made them on what I thought was an up to date Excel sheet… and I thought I found all of the changes, but I guess I missed this one. It will be fixed.

Signet Mastery – Need some details on this one. 25% Threshold? Internal cooldown? I do like the group support aspect though.

If I don’t have specifics down, that’s b/c I’m defaulting back to the way the original ability works. So the threshold and ICD work like Signet Master does now.

Versatile Strike – Encouraging for those who are double-melee, but it doesn’t do anything for ranged folk.

This is my struggle with that trait… I want it to be awesome for Rifle and Longbow users as well, and I would like it to have the same functionality… If you or any of the others reading this thread have any ideas for this, please let them be known!

Versatile Power – I’m presuming this runs on the Baseline Fast Hands paradigm.
Brawler’s Recovery – …which suddenly becomes sexy with BR as a minor. o_O

Yes, and yes!

Merciless Hammer – While I would love nearly 100% uptime on +100% damage… Or did you mean Disabled foes? Hammer 2 stacks on a solid time of Weakness, which would be great synergy with the trait, though it’d step on Cull the Weak. If you meant Disabled foes, scratch it. Please. Hammer is too ruddy slow to ever make use of it, no matter the damage bonus. (Funny as hell on Defiant bar breaks, though.)
As I was pointing out in the other revamp thread(s), hammer could get some huge benefits from Stability, even if it’s just 1 stack for 1 second, enough to cover skill activation. Not even on the autoattack, just the 2-5 skills. If Juggernaut gets constant Stab-spam (and Might) for one trait, why not Warrior?

Yes weakened foes is what I want to be there, and with the tweaks I’m going to make to the other weakness applying traits (thanks to your suggestions)… this is become much more fair. There will be less applications of weakness, bringing this more in line with where I wanted it to be initially.

Mind Over Matter – Also sexy. Warrior needs Resistance. I’d say 3 + conditions, 3 seconds Resistance, 15 sec cooldown. Very few instances where you’ll get slapped with 5 condis, and the cooldown makes it somewhat reliable. So chop it all in half, and it looks great.

I love it! Great suggestion! I much prefer the way this would work, and I’ll make the adjustments!

Thank you so much for putting the time in to give some much needed, detailed feedback Rauderi.8706! Your suggestions have been very helpful!

-Brude

Edit – Formatting

(edited by Mashedwarf.8235)

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Peak Performance
Unblockable for a single strike does not seem to be something easily added in as a mechanic. First of all, each physical skill is already a single strike. So you’d have to put an internal cool down on it. unfortunately its hard and buggy to add a cool down to effects from multiple skills linked to one trait. don’t get me wrong, it’s important for physical skills to hit, but they also need the chance not to hit. Otherwise you will simply see people demanding a nerf to it and you’ll be back to square one. for one thing if i had an unblockable single strike I would thereby have several unbloackable’s because one CC can lead to another, to another to another. Exmple bellow

Unblockable Stop>Bull rush><Kick>Earthshaker>Backbreaker>staggering blow>sheild bash>Skull Crack>RAMPAGE!!!!!! Things get bad from there.

So i’d against unblockable CCs. but i agree that if you are going to go in a different direction with Physicals, maybe loo at each skill individually, or completely remove peak performance and make it something else.

Hey emkelly.2371! Thanks for the feedback! I agree with most of what you said to an extent, but let me explain why I did what I did…

The one strike is in there for one reason, and one reason only…. Rampage. The rest of the skills go very well with the functionality, and could still be blinded or dodged. They are super telegraphed just like everything is with the Warrior, so I don’t think it makes them too easy to land, and if you are someone running a cheese all Physical Skills on your bar build, then you are going to die against anyone who knows what you’re doing.

Hello Brude,

Thanks for posting this. I drew some inspiration from your post to develop some suggestions myself. Do us a favor though, would you be able to enable commenting? Click on the top left button “Share” and enable commenting. It allows for easier collaboration. (To add a comment, it’s CTRL + ALT + M, after highlighting something)

Hey TheBravery.9615! You have some great ideas going on in your rework(I love the Absolute Control idea!), so I’m happy to see you over here on mine! I don’t have commenting enabled only b/c I’m SUPER OCD and I don’t want to clutter up my sheets, haha. If you have any collaborating ideas I’d prefer they go in this thread, or you can message me as well.

-Brude

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Posted by: Yashuoa.9527

Yashuoa.9527

https://www.guildwars2.com/en/news/profession-balance-goals-for-the-winter-2016-update/

Sounds promising
and my favorite weap Rifle gets some love.
Yay.

Warrior
We’ve taken a look at the warrior’s baseline abilities, adjusting cooldowns, damage, and in some cases even functionality. Our goal for this iteration is to give you a bit more to play with in a single weapon set so that the cooldowns feel more active and fun to play around with. Rifle has also seen a bit of a rework, gaining a more defensive nature while retaining its overall purpose of kill-shotting every enemy of Tyria. We’ll also be taking another pass at improving the berserker elite specialization, focusing on increasing its usability in various game modes and promoting more active skill use in trait design. Lastly, we’ll improve the warrior’s ability to sustain themselves in combat.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Sorry for the long update, and for not a lot of changes… I’ve been trying to come up with weapon skill/burst skill/primal burst skill revamps, but every time I write down ideas, I don’t think the changes are necessary considering what I’ve done with the traits… The weapon skills are one of the main reasons I enjoy playing Warrior, so I guess I’m a little attached to the way they work, and know that they would work really well with my proposed changes.

There is one exception to my weapon skills comment… and that’s Rupturing Smash… I think that ability is total garbage in almost every way. It isn’t worth adding a new tab in my sheet for though, so I’ll post the idea here. My proposed idea:

  • Collapse – Jump to the target location and slam your hammer down with such force, you cause a gravitational pull in the surrounding area.

This ability would go back to the complete 360 targeting that Earthshaker has, and its range and damage should be adjusted accordingly to how powerful/spammable this ability would be (as it’s a Primal Burst skill). Thematically the Warrior is the only profession that could achieve such a feat of strength, and it would give us one hell of a good reason to use the Hammer again.

In this update, I did tweak a few of my trait ideas for better synergy, including Burst Precision. I really like the idea of punishing people for stacking boons, and since no one else really does that… at least not in this fashion (referring to Necro’s Boon corruption)… I gave it some serious synergy with DotE. I love the concept, and it could make for some deadly combos with both traits paired together.

One trait that I’m just not happy with in my Overhaul is Versatile Strike… I’ve tried to change it multiple times to help the ranged crowd out, and I’m having trouble landing on anything that fits. If anyone has any suggestions regarding that change, I would greatly appreciate you posting them.

-Brude

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Posted by: Hansen.3264

Hansen.3264

Good work.
I always felt warrior lacked weapon options.
Like 1x offensiv
X1 defensive
X1 extra ranged only option

Like ele atunement swap

3 weapon options . Warrior Master of arms

Dont know how weaponswap cd. Should be managed though.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I’m bumping this with the recent communications from Gaile about getting Dev’s to read our posts. This hasn’t been updated since the recent balance patch, but I will get to that when I get a chance.

Also if someone would fill me in on giving this post one of those big red "Q"s so it’s easier to see in the forum clutter… that would be great. Thanks.

-Brude

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Posted by: TheBravery.9615

TheBravery.9615

Click edit title, and change it to a QA thread (don’t choose best answers though).

Also put [Suggestion] in front of your thread title.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Click edit title, and change it to a QA thread (don’t choose best answers though).

Also put [Suggestion] in front of your thread title.

Thank you, kind sir!

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Posted by: emkelly.2371

emkelly.2371

First, wow, this is really easy to read. I’m glad you are working on something like this. The more people who can add their suggestions the better.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

First, wow, this is really easy to read. I’m glad you are working on something like this. The more people who can add their suggestions the better.

Thanks for the compliment! This thread has been around since just shortly after you made yours, emkelly, but I’m not as persistent at bumping it as I should be anymore. I updated it pretty regularly until the balance patch notes were released, but after that I lost a lot of drive to continue updating something that goes completely ignored by ANet.

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I found a little bit of time to make a few changes to my sheet this morning… I updated some of the old traits (pre-January-Patch) I still had in there, I made tweaks throughout every trait-line, and I gave weapons like the Longbow and the Torch a better identity/more utility. I look forward to seeing what the community thinks!

-Brude