https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Listen to me well, this is how to fix the Warrior Class, these will be ridiculous because that is pretty much what we need to counter the complete fail we have as a class. We currently take much more damage then every other class due to the fact we have no get out of jail free cards, no stealth, poor condition removal, vulnerability to conditions, no cheesy evades, no free blocks, and last but not least, no protection or damage reduction.
Lets start by looking at our heals.
Healing Surge (Cooldown: 30)
Gain protection and adrenaline. Cures burning, poison, torment, and bleeding.
Healing: 9,820 (1.50)?
Protection: 4 s
Adrenaline: 30
Lets look at our traits.
Defense Tree
- Remove Thick Skin.
Replace with: Blind Rage. When blinded, cure blinds and become immune to blinds for 4 seconds, gain 4 seconds of quickness. (Cooldown: 15)
- Cull the Weak: Weakness you apply last 50% longer. Increases damage to weakened foes by 5%.
- Sure Footed: Increases Stance Duration by 25%. Reduces cooldown of stance skills by 20%. When a stance ends gain 5 seconds of protection.
- Spiked Armor: Gain 5 seconds of Protection and Retaliation when struck with a hit that takes more then 10% of your life. (Cooldown: 10)
- Adrenal Health: Gain health when you gain a strike of adrenaline. Gain health based on Adrenaline levels. (Instead, you get more healing when its lower, not higher.)
(At level 80, the amount healed per strike is 69 + 0.1 * Healing Power.)
(Currently it goes against the idea of “Holding your Adrenaline.”)
Tactics Tree
- Remove Determined Revival:
Replace with: Determination: Increases all healing the warrior receives by 15%.
- Remove Fast Healer:
Replace with: Death Watch: Increases revive speed by 15%, healing skills reset while reviving. (Cooldown: 60s)
- Remove Reviver’s Might:
Replace with: Fierce Commander: Utility skills heal the warrior for double. In addition, your allies gain might for 15 seconds every 3 seconds, as long as you are holding a banner.
That is all i’m touching, I feel this would give us the sustain and healing traits we need to survive in SPvP, each one is calculated against what other classes receive for traits and I believe that they are fair.
(edited by Daecollo.9578)
Hey Daecollo, can we see your current Warrior build? I’m really curious what you run with as a Warrior.
Hey Daecollo, can we see your current Warrior build? I’m really curious what you run with as a Warrior.
Currently i’m running 0/10/30/0/30 Hammer + Axe/Axe, however hammer is bugged atm and roots me a lot. I’m testing out Axe/Axe to see how much damage it does.
But we still have our amazing reviving traits in the tactics line right?…
so much for a change hahaha
Hey Daecollo, can we see your current Warrior build? I’m really curious what you run with as a Warrior.
Currently i’m running 0/10/30/0/30 Hammer + Axe/Axe, however hammer is bugged atm and roots me a lot. I’m testing out Axe/Axe to see how much damage it does.
Axe/Axe with the Axe trait sounds really nice atm although I haven’t tried it out yet. Is that what you’re running? How is it? And how’s your mobility in WvW with that build?
With last patch changes. I understand that Berserker’s Power and Heightened Focus Traits have been moved to the Grandmaster tier. However with other changes, I’m not agree that improves the warrior’ viability, mainly in WvW and PvP.
WEAPONS:
This patch tries to force that more people use different weapons combination rather than the vast people run (hammer/axe shield, GS/axe shield, GS/axe mace, etc). As I can see, they want that we use more sword axe/ axe axe and LB or Rifle (Increased the projectile velocity by 33%). The problem is that some changes in these weapons are weak.
-Mainhand axe damage was nerfed.
-Mainhand sword: Final Thrust aftercast is slow and easy to evade.
-Offhand sword is still useless.
-Hammer aftercast is still slow.
-GS: Rush skill needs to be fixed correctly.
TRAITS:
Strength
I don’t find any Adept Trait interesting.
I propose to move Distracting Strikes Trait to Adept Tier.
Arms
No usefull changes.
Defense
Nice changes here but…. I love Cleansing Ire, but our condition removal problem isn’t solve. With this new Trait you remove a condition for every bar of adrenaline spent but you need to hit your foe, then if you use melee weapons and are blinded, cripped….. or your opponent is evading you can’t remove conditions.
I propose that using this trait you could remove condition even you don’t hit your foe.
Tactics
No revelant changes. Minor traits are still useless.
Discipline
I find Burst Recharge, Warrior’s Sprint and Sharpened Axes changes interesting but don’t give us any relevant advantage vs other classes.
HEALING AND UTILITY SKILLS
Healing skills: I find that heals need to be improved, mainly Healing Signet.
Utility skills: Nice cooldowns reductions but some Physical Skills are still useless.
-Stomp: nice change but I think that this skill need to be changed to a range skill (600) and you could jump to interrupt and evade attacks, similar to Earthshaker.
-Kick: it’s still useless, maybe it needs range improvent (600).
In conclusion, the last patch give us some changes, but in my opinion aren’t relevant. Warrior PVE damage was nerfed, and now warrior is weakest than before in PVP and WvW.
PD: I’m still waiting that we can run with banners in our back, using weapon skills.
(edited by Mayan.7164)
Currently i’m running 0/10/30/0/30 Hammer + Axe/Axe, however hammer is bugged atm and roots me a lot. I’m testing out Axe/Axe to see how much damage it does.
Ok, I was casually disregarding this thread as laughing material, but I gotta ask: how do you catch anything…?
I realize this is probably PvP, so the problem is somewhat mitigated, but… you do realize that you’re crippling yourself enormously, right?
I mean, you have no range or mobility… You don’t even benefit from a defensive offhand… Yeah, you get a lot of burst damage… But you’ll never hit anyone. No amount of survivability will change the fact that someone can just stand there and casually kite you to death.
I’m genuinely curious about how you actually hit anyone. Either I’m missing something really important or the answer is “you don’t. Ever.”. What is the rest of your build? Morbid curiosity.
HEALING AND UTILITY SKILLS
-Kick: it’s still useless, maybe it needs range improvent (600).
I just hope they change kick to Dropkick, jumping to hit at range of 600, even if its crap just imagining it i would play for fun. (not trolling despite im laughting real hard just seeing my war doing that)
Currently i’m running 0/10/30/0/30 Hammer + Axe/Axe, however hammer is bugged atm and roots me a lot. I’m testing out Axe/Axe to see how much damage it does.
Ok, I was casually disregarding this thread as laughing material, but I gotta ask: how do you catch anything…?
I realize this is probably PvP, so the problem is somewhat mitigated, but… you do realize that you’re crippling yourself enormously, right?
I mean, you have no range or mobility… You don’t even benefit from a defensive offhand… Yeah, you get a lot of burst damage… But you’ll never hit anyone. No amount of survivability will change the fact that someone can just stand there and casually kite you to death.
I’m genuinely curious about how you actually hit anyone. Either I’m missing something really important or the answer is “you don’t. Ever.”. What is the rest of your build? Morbid curiosity.
Something like this I imagine
http://youtu.be/kTbF5B1mlNw?t=1m53s
I agree with the OP. Especially the tactics tree changes. It needs some help with the traits as I don’t understand why it focuses on reviving people when maybe 5% of our time in a fight is ever spent doing that.
I like Fierce Commander… it maybe a little on the OP side though. I think an extra 50% healing maybe more in line.
I also like Blind Rage but I think a nerf to blindness should come first before was have a new trait focused on negating blindness.
@ mayan i like kick
its a low cd cc skill that is practically a stop closure if used correctly
to boot, its a small aoe attack
kick is strong if used correctly
changing to 600 range will turn it into a single target attack which is a giant nerf to me
(edited by loseridoit.2756)
Hehe, thank ya guys
fully agree with everything you have said here great post dude
Gonna bump this for ideas
These are just ideas.
@ mayan
If you have 30 points in discipline and say you’re getting rooted…you obviously aren’t running mobile strikes :P i use 20/0/20/0/30 with warrior runes for a 4sec weapon swap I use axe/shield and hammer or mace/sword for extra blocks. Axe damage is still the same…if u havent read the notes, the damage at the end of the skill chain makes up for overall axe DPS. And if you say offhand sword is useless, well lets just look at it. without any points into condition damage, offhand sword #4 does about 2.5k bleed damage with 4 stacks and #5 is a great block vs projectiles and another 4 stacks of bleed vs melee. and then there’s Kick. 300 range is really far for a kick. if you wanted to you can get physical training trait and have the CD be 16 sec…use distracting strikes with Kick and try to say its bad. 4 stacks of confusion adds up fast and it messes people up who arent ready for it. And i also agree the heals could be slightly better. Healing surge, mending and maybe healing signet were supposed to get a CD reduction of like 5 secs…but just dont stand in spot and try to tank it like a guardian because you cant. warriors have great utilities.
@ cmstorm
the change to main hand axe is a nerf
nobody hits the last attack unless the enemy player is bad
i am also disappointed of the suppose healing cd reduce didnt get through and broken sigil
sigh, anet another pretty bad warrior patch
(edited by loseridoit.2756)
Since we recently got a new trait “Cleansing Ire”, they simply could rework this trait to following : "Gain 33% Damage reduction, Remove 3 Conditions. Cures “Blind” at stage 3."
Alternative they could remove “Cleansing Ire”, and replace it with , Adrenalin Cloak : Gain 33% Damage and Condition reduction. Cures “Blind” upon burst (F1).
I think that would improve our sustainability.
Regards
Seed
(edited by Seed.5467)
Honestly they should not be afraid of buffing warrs really hard because even if they do find its too much 1 month later they can always readjust it. Like necros got a huge buff why not warrs?
HEALING AND UTILITY SKILLS
-Kick: it’s still useless, maybe it needs range improvent (600).
I just hope they change kick to Dropkick, jumping to hit at range of 600, even if its crap just imagining it i would play for fun. (not trolling despite im laughting real hard just seeing my war doing that)
It should be a blowout with 1000 range 600 channel range and deal quadruple the damage if you hit them into a wall. GG I really wish the warrior had more blowouts so that we could troll in WVW… Nothing beats the banish, judges intervention telebanish!
Going to bump this, because it holds a lot of ideas I think need seen
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