There is another change to Warriors coming soon, and seeing as there are still quite a few drawbacks in their traits and even some skills I’m going to list some of the changes I would like to see to the class. I’ve been chatting with Daecollo and he gave me a list of skill changes that actually seem pretty good for the class. I read through and edited a few, along with making a few changes to wording and coming up with the mechanic for Burst skills, and now present a list of suggestions for the Warrior class.
Please do not troll this thread, stick to discussion and improvements of the suggestions listed or list your own.
Warrior skill and mechanic changes
MECHANICS:
Burst Skills – Cooldown changes
- Upon missing Burst skills go go into cooldown for their initial cooldown period + half of their cooldown period. This takes into account the cooldown reduction of the Discipline tree. (Missing a Burst would result in a 15 second cooldown (10 seconds + 5 seconds).
- Fix the bug preventing Burst skills to be reduced to 7 seconds, rather than 7.75 seconds in WvW.
SKILLS:
- Earthshaker – (multiple suggestions)
- Stun reduced to 1 second. Damage increased by 10% and range increased to 1000. Skill responsiveness has been increased.
2 Stun changed to Launch. Range increased.
Launch opponents in the radius. Targets launched are knocked down for 1 second. Time knocked down increases by .5 seconds for each bar of adrenaline.
Range: 900
(Prevents Warriors from easily following up with another CC skill as they have to move to their target. Achieves the desired effect of controlling the opponent while moving them out of melee range making it harder for the Warrior to stunlock.)
- Hundred Blades – Replaces Arcing Slice as a Burst skill.
Can be used while moving, damage and cast + channel time decreased. Movement speed reduced by 50%
- Arcing Slice – Replaces Hundred Blades on skill slot 2.
Fury replaced with 5 stacks of Vulnerability. 6 Second Cooldown.
- Skull Crack – Changed slightly
Range increased to 150 and now hits multiple targets. Upon missing this skill goes into cooldown for double the initial cooldown period. The Asura race will now jump in the air before doing the skull crack to make it easier to see coming.
MINOR TRAITS:
Strength:
- 25: Stick and Move -
Damage is increased when Endurance is not full.
Damage Increase: 10%
(Other classes gain 10% damage for the same trait.)
Arms:
- 15: Critical Burst -
Burst skills weaken your foes and make them vulnerable.
Weakness: 5 s
5 Stacks of Vulnerability: 5 s
Defense:
- 5: Thick Skin –
Gain regeneration when you are interrupted.
Regeneration: 5 s (Cooldown: 10 s)
- 15: Armored Attack
Gain power and precision based on your toughness.
Toughness converted to Power: 5%
Toughness converted to Precision: 5%
- 25: Adrenal Health – Moved from Master Minor Trait to Grandmaster Minor Trait (15 to 25). Passive effects removed.
Gain HP for each strike of Adrenaline gained.
Grants HP for each strike of Adrenaline gained.
Health: 57 (0.05*Healing Power)
(Does not heal once max Adrenaline is reached.)
Tactics:
- 5: Prevention Training
Reduce incoming Poison, Torment, and Bleed durations.
Poison, Torment, and Bleed durations are reduced by 33%.
- 15: Fast Healer
Heal on weapon swap.
Healing: 670 + (0.6*Healing Power)
- 25: Determined Revival
Gain Stability, revive speed, and Toughness per level while reviving.
Gives 5 Toughness per level (not shown as a trait fact).
Stability: 3 s (Internal Cooldown: 10 seconds.)
Revive percentage: 15%
Discipline:
- 5: Versatile Rage
Gain adrenaline on weapon swap.
Adrenaline: 10
(Cooldown: 10 s)
- 25: Versatile Power
Gain 3 stacks of might on weapon swap.
Might: 20 s
MAJOR TRAITS:
Strength:
- Powerful Shouts (Adept Trait) – New Trait
Shouts do damage.
- Short Temper (Adept Trait) -
Gain 1 stack of Might and Adrenaline when you are blocked or miss.
Might: 5 seconds
Adrenaline: 5
- Berserker’s Might (Grandmaster Trait) -
You are always at full adrenaline. Gain 1 stack of Might at regular intervals
Might: 15 s
Interval: 3 s
Arms:
- Unsuspecting Foe (Grandmaster Trait) – Moved from Adept to Grandmaster.
Increased critical-hit chance against stunned foes.
Chance increase: 50%
+300 Condition Damage is Converted to Power.
Defense:
- Spiked Armor (Master Trait) – Moved from Grandmaster to Master
Inflict 1 stack of Bleed and gain Retaliation when struck by a critical hit.
Retaliation: 5 s (Cooldown: 20 s)
Bleed: 5 s
- Cleansing Ire (Grandmaster Trait) – Moved from Master to Grandmaster. No other changes.
UTILITIES:
- Shake it Off –
Convert two conditions on yourself and nearby allies into boons.
Breaks Stun
Radius: 600
(edited by Zanryu.3417)