Changes I'd like to see for the Warrior

Changes I'd like to see for the Warrior

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Posted by: Zanryu.3417

Zanryu.3417

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)
  1. 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)

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Posted by: DragonMind.2983

DragonMind.2983

I like the ‘Powerful shout’ trait, but at least 4 of the other
traits (mixed minor and major) seems a bit OP.

That said I would like see them add:
More shouts, especially an elite shout …we don’t have any elite shout.
(shouts could be variants, like the concept of banners)

Banners need to be more useful, maybe have them provide
a combofield, which is different from banner to banner.
Have them occupy off-hand, where ‘5’ slot is ‘Plant banner’
(or what it’s called) and ‘4’ slot is the current banners ‘2’ slot skill.

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Posted by: Zanryu.3417

Zanryu.3417

I like the ‘Powerful shout’ trait, but at least 4 of the other
traits (mixed minor and major) seems a bit OP.

That said I would like see them add:
More shouts, especially an elite shout …we don’t have any elite shout.
(shouts could be variants, like the concept of banners)

Banners need to be more useful, maybe have them provide
a combofield, which is different from banner to banner.
Have them occupy off-hand, where ‘5’ slot is ‘Plant banner’
(or what it’s called) and ‘4’ slot is the current banners ‘2’ slot skill.

I’d love an elite Shout, though the issue I see with giving Banners a combo field is how long they last. You could easily have combo fields up for well over a minute with no real effort and even carry them around with you.

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Posted by: baylock.1703

baylock.1703

100 blades on moveing.. nenene 2 powerful

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Posted by: Burnfall.9573

Burnfall.9573

Op

The community is already suffering by this OP class mechanic+ their Op weapon/s, why add more pain?

What you proposed to “Earthshaker – Changed slightly.
Stun reduced to 1 second. Damage increased by 10% and range increased to 1000. Skill responsiveness has been increased”- including-Hundred Blades, Arcing Slice, and Skull Crack, are simply Outrageous.

In other words to make warriors hammers, including all its weapons+skill; 2x times more overpower as it already is?.

lastly,

I do not encourage it and will not tolerate it; neither should Arena.net.

Embrace yourselves warriors; the end to your godlikeness is coming, and it will remind you; once and for all, the only one who is entitle as, The Supreme Power in guild wars 2, is Arena.net..

Advocate of Justice, Liberty and Truth

(edited by Burnfall.9573)

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Posted by: Nickthemoonwolf.1485

Nickthemoonwolf.1485

You leave my kitten earthshaker alone. Thats a pretty terrible suggestion. Adding so much range to it would add unintended mobility to hammer warriors, and a single second stun at max adrenaline basically gibs the hammer entirely, and our hammer is already pretty sub par on HARD CC compared to guardians hammer.

What you’re asking for is for a burst skills stun to be reduced to the shield bash (both 1 second), without any real utillity, unlike the shield bash. Example being that you can land the shield bash and combo it into a evisc. to almost for sure land it, and even then, its cutting it close with the cast time of the burst. IMO the hammer itself is fine, but I think it should not be able to do 4-5k crits while still being with a tanky build, and this seems to be the way Anet thinks about it as well.

Skill responsiveness needs to be increased anyway as well.

Lunar Fighter
Tarnished Coast, Hammer guy of [NOPE]

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Posted by: Zanryu.3417

Zanryu.3417

100 blades on moveing.. nenene 2 powerful

Edited the description of Hundred Blades to accurately reflect the downside involved with the skill. -50% movement speed rather than moving at full speed while using the skill.

Op

The community is already suffering by this OP class mechanic+ their Op weapon/s, why add more pain?

What you proposed to “Earthshaker – Changed slightly.
Stun reduced to 1 second. Damage increased by 10% and range increased to 1000. Skill responsiveness has been increased”- including-Hundred Blades, Arcing Slice, and Skull Crack, are simply Outrageous.

In other words to make warriors hammers, including all its weapons+skill; 2x times more overpower as it already is?.

lastly,

I do not encourage it and will not tolerate it; neither should Arena.net.

Embrace yourselves warriors; the end to your godlikeness is coming, and it will remind you; once and for all, the only one who is entitle as, The Supreme Power in guild wars 2, is Arena.net..

I wouldn’t call 10% damage on one skill and an increase in range at the cost of its main utility two times more powerful.

In any case, I suggested another change to the skill. Launch will achieve the desired effect of crowd control while preventing the warrior from immediately following up with Staggering Blow or Backbreaker, making it more difficult to lock someone.

You leave my kitten earthshaker alone. Thats a pretty terrible suggestion. Adding so much range to it would add unintended mobility to hammer warriors, and a single second stun at max adrenaline basically gibs the hammer entirely, and our hammer is already pretty sub par on HARD CC compared to guardians hammer.

What you’re asking for is for a burst skills stun to be reduced to the shield bash (both 1 second), without any real utillity, unlike the shield bash. Example being that you can land the shield bash and combo it into a evisc. to almost for sure land it, and even then, its cutting it close with the cast time of the burst. IMO the hammer itself is fine, but I think it should not be able to do 4-5k crits while still being with a tanky build, and this seems to be the way Anet thinks about it as well.

Skill responsiveness needs to be increased anyway as well.

Edited Original post to list a second suggestion for Earthshaker. I prefer this change to the one Dae suggested.

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Posted by: Purifer.3946

Purifer.3946

I’d like to see a good trait for 1h swords. It’s the only without 20% cd reduction

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Posted by: Scryed.9423

Scryed.9423

There are some solid ideas here.
Some things to add, more traits that work on more off hand items than just sword/axes.
And with that much work going on to look at traits, the gm defensive ones need more love.

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Posted by: Jiminy.8340

Jiminy.8340

I’d like to see a good trait for 1h swords. It’s the only without 20% cd reduction

Agreed! DPS warriors get to decrease their weapon cooldowns, by condiwarriors are unable to.

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Posted by: Zanryu.3417

Zanryu.3417

What do you guys think of a trait to decrease off-hand sword skills by 20%? The issue I see with a mainhand trait would be giving a large amount of mobility to Warriors given that Savage Leap would have a lower cooldown.

If what you want is a way for Warriors to have more options as a condition build, such as making those abilities more accessible, I believe a cooldown reduction on the offhand sword would be the way to go.