- Added a 2-second grace period between exiting combat and the start of adrenaline decay.
This is long overdue, and much needed. 2 seconds is a bit short though.
- Mending: This skill’s healing value per level has been increased by 25%. Healing power contribution has been increased by 20%. Fixed a bug that indicated that this ability removed 2 conditions when it actually heals 3.
Also long overdue (Can’t believe it took that long to fix the tooltip text)
- Healing Signet: The passive healing based on level from this signet has been increased by 5%.
Why? This passive was already the strongest passive heal in the game.
- “To the Limit!”: This skill’s healing value per level has been increased by 40%.
This is needed. Thanks
- Throw Axe: The aftercast delay of this skill has been reduced by 0.5 seconds. The cooldown of this skill has been reduced from 10 seconds to 8 seconds.
- Cyclone Axe: This skill’s damage has been increased by 57%.
- Dual Strike: This skill’s damage has been increased by 33%.
I didn’t think these needed damage buffs, but ok.
- Whirling Axe: The PvP and PvE versions of this skill have been remerged, resulting in a 52% damage increase in PvE areas.
Also long overdue, but doesn’t change the fact that it has an identity struggle with the superior Hundred Blades in PVE and still lacks utility other than being a whirl finisher.
- Pommel Bash: The recharge of this skill has been reduced from 15 seconds to 12 seconds.
- Crushing Blow: The recharge of this skill has been reduced from 15 seconds to 12 seconds and its damage has been increased by 20%.
- Final Thrust: The recharge of this skill has been reduced from 15 seconds to 12 seconds.
- Fierce Blow: The recharge of this skill has been reduced from 12 seconds to 6 seconds. Its weakness duration has been reduced from 8 seconds to 4 seconds.
- Hammer Shock: The recharge of this skill has been reduced from 12 seconds to 10 seconds.
- Staggering Blow: The recharge of this skill has been reduced from 20 seconds to 18 seconds.
- Backbreaker: The recharge of this skill has been reduced from 30 seconds to 25 seconds.
- Aimed Shot: This skill now applies 5 stacks of vulnerability for 8 seconds to struck enemies. The damage of this skill has been increased by 28%.
- Volley: This skill now pierces by default.
- Kill Shot: This skill now pierces by default.
- Repeating Shot: This skill now pierces by default.
- Forceful Shot: This skill now pierces by default.
- Split Shot: Fixed a skill fact bug that indicated this ability only pierced with Crack Shot.
Didn’t think these changes were needed, but are “nice-to-have”
- Crack Shot: This trait no longer grants piercing to rifles or harpoon guns. This trait now grants bonus adrenaline when striking enemies with the base skills of these weapons.
- Brutal Shot: This ability will now roll the warrior backward (about 400 distance) when the shot is fired. This ability now immobilizes struck enemies for 1.5 seconds.
Indirectly buffed warrior’s sprint. Makes it a more viable option to take over crack shot since rifle 4 removes immobilize and movement speed is better than adrenaline gain, since warriors have plenty of access to adrenaline gain + piercing shots will hit multiple targets.
- Berserker Stance: This skill now grants resistance for 3 seconds every 3 seconds instead of preventing conditions from being applied to you. Its duration has been increased to 9 seconds.
Mixed feelings about this. Understand the inception of resistance made berserker stance a less chosen option, unsure if this is in the right direction though.
- Adrenal Health: The passive healing based on level from this trait has been increased by 15%.
Another lazy fix / still punsihes warriors for using up adrenaline
Berserker
- Scorched Earth: Enemies are now able to be struck by this skill only once every 0.5 seconds.
Understandable balance
- Outrage: This skill now grants 5 adrenaline when activated and 2 bonus adrenaline for each nearby foe.
Didn’t change much
- Shattering Blow: This skill now blocks all attacks for its duration and grants 2 stacks of stability for 2 seconds. Its adrenaline gain has been increased to 10.
The “duration” is tiny the block has limited use. Players won’t be using this to block attacks because long cooldown. Identity remains for condition warriors in PVE.
- Wild Blow: Increased adrenaline gain to 10 and moved adrenaline gain to occur on activation rather than on hit. Removes blind and weakness before the attack hits. Increased secondary knockback radius from 180 to 240.
- Sundering Leap: This skill now grants 10 adrenaline when activated and an additional 20 adrenaline if it hits any target.
Understandable changes. Wild blow had poor usability in PVE and PVP, has identity issues. Worked as a gimmicky CC on long cooldown, like physical skills HINT HINT.
- Blood Reckoning: This skill’s functionality has changed. When activated, this skill heals for a small amount (3,230 at level 80 with 0 healing power), grants 10 adrenaline, and recharges all burst skills. For 5 seconds afterward, 10% of all outgoing damage is converted to healing. Reduced recharge from 25 seconds to 20 seconds.
Removed the 25% critical hit chance. Ruined this as the choice for PVE warriors.
- Headbutt: Increased range to 300.
ok.
- King of Fires: This trait’s functionalty has changed. It now gives fire shield on a critical hit (15-second internal cooldown). Using berserker skills detonates any fire shield currently applied, inflicting 3 stacks of burning for 3 seconds to nearby foes. Increases outgoing burning duration by 33%.
Don’t understand WHY (1)the change to drop fire spreading is a good idea, (2) the burning duration increase is still there. Burnzerkers deal a kittenton of damage in PVE
- Savage Instinct: The conditions removed by this trait have been increased from 1 to 2.
ok