Lets rework warrior - need tweaks.
Traits:
Strenght Adept:
1 Death From above – as it is
2 Restorative Strenght – using a heal skill provides immune to any condition applied for 5sec
3 Great Fortitude – increases vitality by 200
4 Short Temper – restore 20 endurance each time you are blocked
5 Berserkers Power – Gain 2/4/6 stacks of Might for 10 seconds on burst
6 Powerful Banners – banners hit every 3 sec nearby foes (about 500 per hit)
Strenght Master:
7 Distracting Striked – longer confusion duration than it is now
8 Dual Wielding – increase damage by 10%
9 Slashing Power – as it is
10 Axe Mastery – improves critical damage and critical chance by 5%
Strenght Grandmaster:
11 Physical Training – increase power and toughness by 200, physical utility skills do 100% damage and recharge 20% faster
12 Berserkers Might – as it is
Minor:
5 Reckless Dodge – as it is
15 Building Momentum – as it is
25 Stick and Move – 5% more damage while moving
Arms Adept:
1 Deep Strike – as it is
2 Furious Speed – 50% chance to gain switness for 5sec on critical hit. 5 cd
3 Deep Cuts – as it is
4 Unsuspecting Foe – 50% critical hit chance against stunned foes. Increasing stun duration by 20%
5 Rending Strikes – 33% to apply blind on critical hit for 4sec. 10 cd
6 Furious Reaction – gain fury and vigor (10sec) when you take damage greater than 10% of yours maximum health, next attack will be blocked and if in melee range countered (about 1300 damage at 2000 power)
Arms Master:
7 Blademaster – sword skill are faster by 10%
8 Crack Shot – rifle and harpoon skill 1 does 10% highter damage, skills recharge 20% faster
9 Opportunist – gain fury for 5sec when you cripple a target
10 Forceful Greatsword – greatsword and spear skills recharge 20% faster, increase skills speed by 5%
Arms Grandmaster:
11 Furious – as it is
12 Last Chance – 20% chance on critical to gain quickness for 4sec (30cd)
Minor:
5 Precise Strikes – increase damage to bleeding foes by 10%
15 Critical Burst – 33% chance to cause bleeding on critical hits
25 Attack of Opportunity – 5% of precision becomes a burst damage
Defense Adept
1 Embrance The Pain – gain 2 strikes of adrenaline when hit. Under 50% hp clean conditions from yourself, 60cd
2 Dogged March – as it is
3 Sure-footed – as it is
4 Vigorous Return – 5sec faster vengeance, band-aid heals for 10% more
5 Missile Deflection – 10% chance to reflect missiles while moving
6 Cull The Weak -gain 5sec of retaliation when struck by a critical hit. 15cd
Defense Master
7 Sundering Mace – mace damage and stuns are increased by 10%, skills recharge 20% faster
8 Last Stand – upgrade balance stance to grand retaliation as well, cd reduced to 60
9 Shield Master – shield stance grants invul, every 7th attack is blocked, skills recharge 20% faster
10 Merciless Hammer – hammer damage is increased by 15% and stun duration by 10%, skills recharge 20% faster
Defense Grandmaster
11 Defy Pain – activates endure pain at 50% hp
12 Spiked Armor – take 20% less damage by weakened foes
Minor:
5 Thick Skin – extra armor under 90% hp (200 toughness)
15 Adrenal Health – gain health on burst skill (stage 1 – 1,5 k, stage 2 – 2,5k, stage 3 – 3,5k)
25 Armored Attack – 20% chance to reflect hit (20cd)
(edited by Scoobaniec.9561)
Traits cd2
Tactics Adept
1 Leg Specialist – as it is
2 Empower Allies – as it is
3 Desperate Power – you deal 20% more damage for 10 sec when u hp reach 50% (45cd)
4 Stronger Bowstrips – increase range, skill recharge is reduced by 20%
5 Inspiring Banners – as it is
6 Empowered – as it is
Tactics Master:
7 Shrug it off – poison duration is reduced by 33%
8 Lung Capacity – as it is
9 Quick Breathing – skills recharge 20% faster and grants 3sec of regenerate, warhorn skills convert 3 conditions into a boons)
10 Burning Arrows – increase damage on bow by 10%
Tactic Grandmaster:
11 Inspiring Battle Standard – banners follow /you/ can carry them on back
12 Vigorous Shouts – improve effects on shouts, shouts heal
Minor:
5 Determined Revival – gain protection for 4sec while reviving (30cd)
15 Fast Healer – as it is i guess (no idea)
25 Revivers Might – take 10% less damage while being stunned/knockdown/knockback/launched/sink/floated/feared/dazed
Discipline Adept:
1 Mighty Defenses – burst damage deals 5% highter damage.
2 Thrill of the Kill – no idea
3 Warriors Sprint – Offhand axe deals 10% more dmg
4 Inspiring Shouts -also provides 4sec of vigor
5 Heightened Focus – gain fury on burst skill (stage 1 – 4sec, stage 2 – 6sec, stage 3 – 10sec)
6 Signet Mastery – as it is
Discipline Master:
7 Sweet Revenge – our downed skill is just stupid, i don’t even know why it here? To prevent you from heart attack when u kill someone? Burst skills have 100% chance to hit critically
8 Vigorous Focus – stances cd reduced by 20%
9 Sharpened Axes – remove slow combat penatly by 20% while wielding melee weapons
10 Mobile Strikes – as it is
Discipline Grandmaster:
11 Burst Mastery – as it is
12 Destruction of the Empowered – bunker buster tool..change the extra damage from enemy boons to 2%+ignore damage reduction from protection to make it useful
Minor:
5 Versatile Rage – as it is
15 Fast Hands – as it is
25 Versatile Power – yours next attack after swap is unbloackable
(edited by Scoobaniec.9561)
Healing abilities:
Healing Surge – cd reduced to 20sec, blocking incoming attacks (yes, like guardian shelter.) (against burst damage)
Healing Signet – increase regeneration to 375 hp/sec, active effect heals 5k, increase cd to 30 (against sustain damage, passive healing is nearly the same as surge [7,5k in 20sec] )
Mending – wipe all conditions, heals 6,5k, cd the same (against burst condition builds)
(edited by Scoobaniec.9561)
Utilities:
1 Signets:
Signet of Might – passive as it is, active as it is (+u should be able to interrupt enemies under that effect if they don’t have stability on, but i think its a bug), 30cd
Signet of Fury – passive as it is, active similiar to might (duration 10sec): your next 3 attacks are insta cast, 45cd
Dolyak Signet – passive as it is, active breaks stun, provides 5sec of stability, 45cd
Signet of Stamina – passive as it is, active: refill endurance (mending takes it job to wipe conditions), 30cd
2 Shouts:
Untrained: as they are except:
Fear Me reduced to 60cd, breaks stun
Trained:
For great Justice: 4 stack of might, fury
On My Mark: 15 stacks of vulnerability, duration 15sec
Shake It Off: cures 2 conditions
Fear Me: Also weakness foes
Banners:
As they are
Stances:
Berserker Stance – gain fury, 10 stacks of might, and 10 stacks of vulnerability on yourself (trade off)
Endure Pain – Invul, 60cd
Frenzy – as it is
Balance Stance – 35cd
Physical:
Throw Bolas – second effect to pull your target to you if hes under immobilize, cd 30
Bullrush – 30cd
Kick – 12cd, counts as mobility skill, leap finisher, range extended to 450, removes 20 endurance points of target
Stomp – 40cd, after launch applies knockdown for 1sec, 2 stacks of confusion, unblockable
Elite: Coming soon.
(edited by Scoobaniec.9561)
Weapon skills: coming soon. (will be edited)
Mace:
- Pulverize casttime reduced by 50%. Weakness reduced to 4sec. Blast finisner, highter aoe
- Riposte (counterblow) – faster response after succesful block by 25%, cripples for 6sec
- Pommel Bash – also immobilize for 2sec
- Crushing blow – pulling foe to you (range 900)
- Tremor – faster projective, cannot be reflected
F1: Following by stages of adrenaline: 1/1sec 2/2sec 3/3sec stun. As it is single target skill damage should be increased by 100% (at 2,2k power for me from 800 to 1600). Also a 600 range leap with leap finisher.
_______________________
Rifle:
- Bleeding Shot – as it is
- Aimed Shot – knockback yourself (450range)
- Volley- as it is
- Brutal Shot – i would change that to 2sec stun (but i dont think its will ever happen)
- Rifle Butt – as it is
F1: as it is.
Rifle pierce targets by default
_______________________
Sword:
- Final Thrust – also applies poison for 3sec
- Savage Leap – also blinds for 5sec
- Hamstring – cd reduced to 10sec, range increased to 150
- Impale – damage increased by 100%.
Rip – when enemy was hitted by impale, we can pull him withing 900 range (similiar to guardian gs 5) - Riposte – Direct damage increased to 1500 (at 2k power), cd lowered to 10sec
F1: Direct damage is the most underpowered thing ingame, total damage should be increased to 2000 (2k power)
Bleed damage: last 4sec longer
(edited by Scoobaniec.9561)
These tweaks would be awesome, especially the heal, however Anet don’t seem to favour warriors so i doubt we will get any of this.
You can suggest all you want,anet has their own ideas when it comes to balancing skills.I doubt theyl even take into consideration of the trouble you have made with creating this thread.They just probably glare over it have a good laugh,and return to what theyre doing.Wich was probably thinking of new ways to destroy wvwvw.Yes im’ currently,pessimistic as hell.
I’m pretty sure everyone hates the obnoxiously long internal cool downs of passive gains and abilities(that aren’t even that great), so why add traits that use super long internals.
You can suggest all you want,anet has their own ideas when it comes to balancing skills.I doubt theyl even take into consideration of the trouble you have made with creating this thread.They just probably glare over it have a good laugh,and return to what theyre doing.Wich was probably thinking of new ways to destroy wvwvw.Yes im’ currently,pessimistic as hell.
I think I might be with you mostly on this.
Well here’s a quick list of things I thought were wrong and why.
- 2 Restorative Strenght – cripple, chill, weakness and immobilize are removed every 10sec
- 3 Great Fortitude – increases vitality by 200
- 4 Unsuspecting Foe – 50% critical hit chance against stunned, knockeddown, knockedback, or from behind foes
- 11 Furious – critical strikes grant extra adrenaline (3 per strikes per crit)
- 25 Attack of Opportunity – 10% of precision becomes a burst damage
- 2 Dogged March – remove cd
- 3 Desperate Power – you deal 20% more damage for 10 sec when u hp reach 50% (45cd)
- Discipline Trait Line: discipline provides extra 3 adrenaline bars, instead of 3% burst damage (In my opinion its should get back to 30%, but i don’t see it happening at all)
- 12 Destruction of the Empowered – bunker buster tool..change the extra damage from enemy boons to 2%+ignore damage reduction from protection to make it useful
- Healing Surge – cd reduced to 20sec, blocking incoming attacks (yes, like guardian shelter.) (against burst damage)
- This would be useless, considering that most of those skills don’t last even close to 10s, plus Dogged March already makes them cake.
- Too much, you’re effectively at least doubling the effect here.
- Too overpowered considering that we have Bull’s Charge. It would result in Bull’s Charge to 100 Blades being 100% crit rate easily. Not to mention being able to combo something like Shield Bash > Eviscerate > Signet of Fury > Bull’s Charge > Eviscerate for 2x 100% crit rate Eviscerates in a matter of seconds.
- The full bar is 30 strikes, so that’s 10% adrenaline per hit. It’s too much, considering that we have high crit rate and lots of multi hit attacks
- 10% precision becomes damage? How? Do you mean “10% precision is given as bonus to power”?
- How about no? Without the CD, you could pretty much pop stability and Endure Pain, sit in a zerg and get tons of regeneration
- 20% more damage for 10 seconds is far too high.
- Wait a second? 6 bars of adrenaline? Wouldn’t that allow you to pull off a full 3 bar burst and not lose any of the effects you gain from things like Adrenal Health, Heightened Focus and Berserker’s Power? Even if not, it would allow you to chain together 2 burst skills, which is a bit too much. Consider Skull Crack > Swap > 100 Blades/Eviscerate for 100% crit rate
- Do you even realize what you’re saying? Ignoring Protection means that you’re instantly giving us 50% more damage against someone who has protection. In fact, since we would get 3% damage from it, you’d make it so that having protection against a warrior would be a detriment.
- No, no no. Healing Surge has very high heal, it shouldn’t have that low of a CD. And blocking damage? Yeah, no.
The problem with most of your suggestions is that they would give warriors way too much damage or effects that are ridiculously overpowered, like the ability to ignore protection.
Well here’s a quick list of things I thought were wrong and why.
- 2 Restorative Strenght – cripple, chill, weakness and immobilize are removed every 10sec
- 3 Great Fortitude – increases vitality by 200
- 4 Unsuspecting Foe – 50% critical hit chance against stunned, knockeddown, knockedback, or from behind foes
- 11 Furious – critical strikes grant extra adrenaline (3 per strikes per crit)
- 25 Attack of Opportunity – 10% of precision becomes a burst damage
- 2 Dogged March – remove cd
- 3 Desperate Power – you deal 20% more damage for 10 sec when u hp reach 50% (45cd)
- Discipline Trait Line: discipline provides extra 3 adrenaline bars, instead of 3% burst damage (In my opinion its should get back to 30%, but i don’t see it happening at all)
- 12 Destruction of the Empowered – bunker buster tool..change the extra damage from enemy boons to 2%+ignore damage reduction from protection to make it useful
- Healing Surge – cd reduced to 20sec, blocking incoming attacks (yes, like guardian shelter.) (against burst damage)
- This would be useless, considering that most of those skills don’t last even close to 10s, plus Dogged March already makes them cake.
- Too much, you’re effectively at least doubling the effect here.
- Too overpowered considering that we have Bull’s Charge. It would result in Bull’s Charge to 100 Blades being 100% crit rate easily. Not to mention being able to combo something like Shield Bash > Eviscerate > Signet of Fury > Bull’s Charge > Eviscerate for 2x 100% crit rate Eviscerates in a matter of seconds.
- The full bar is 30 strikes, so that’s 10% adrenaline per hit. It’s too much, considering that we have high crit rate and lots of multi hit attacks
- 10% precision becomes damage? How? Do you mean “10% precision is given as bonus to power”?
- How about no? Without the CD, you could pretty much pop stability and Endure Pain, sit in a zerg and get tons of regeneration
- 20% more damage for 10 seconds is far too high.
- Wait a second? 6 bars of adrenaline? Wouldn’t that allow you to pull off a full 3 bar burst and not lose any of the effects you gain from things like Adrenal Health, Heightened Focus and Berserker’s Power? Even if not, it would allow you to chain together 2 burst skills, which is a bit too much. Consider Skull Crack > Swap > 100 Blades/Eviscerate for 100% crit rate
- Do you even realize what you’re saying? Ignoring Protection means that you’re instantly giving us 50% more damage against someone who has protection. In fact, since we would get 3% damage from it, you’d make it so that having protection against a warrior would be a detriment.
- No, no no. Healing Surge has very high heal, it shouldn’t have that low of a CD. And blocking damage? Yeah, no.
The problem with most of your suggestions is that they would give warriors way too much damage or effects that are ridiculously overpowered, like the ability to ignore protection.
1. U might be right about that, but keep in mind that not everyone speccing into defense line a all. Ill remove that suggestion tho so see if someone come up with better one.
2. 2k hp inst that big deal anyway, current 5% adds on average 1,2k hp
3 U wont pull off the whole hb just by simple bullrush even with quickness now+thats what stunbreaks are for, and keep in mind that hb is slighty stronger than our reg hits. With that trait i actually can land shield bash>evi for 100% chance easily. In my suggestion signet of fury doesnt not give any adrenaline, so thats out of water
4. I give u that
5. 10% precision becomes a burst damage, like for example skull crack 800+10%, evi 2,2k+10%. I will edit that to 5% anyway
6. I dindt looked from a perspective of wvw, ur right here
7. Actually its 20% highter damage under 25% hp, i don’t know..if u got a better idea share it, keep in mind that its tactic tree
8. By extra bars of adrenaline i was looking at extra hp from death shroud, but now if i think about it..nvm, ill remove that. Adrenal health, berserkers power and focus are remade tho.
9. 8 boons x2% dmg per boon = 16%. Just wondering who running at 8 boons all time anyway? Wasnt it made to be a tool against bunkers to help us defeading them? Its grandmaster trait, currently useless, piercing though protection would force them to dodge instead standing in one place and /dance
10. Yet for whatever reason warrior lacking sustain, gl recovering 30k hp with surge on 30cd. When its comes to sustain, were in the worse spot of all classes
edit: corrected a bit i guess
(edited by Scoobaniec.9561)
Restorative strength could keep his initial effects plus :
5% power becomes Healing Power , wich goes well with the trait name.
or something like initial effect + 20% reduced CD on healing skills wich is far stronger.
Destruction of the empowered : shatter 1/2/3 boons from target foe depending on adrenaline level when using a burstskill.
Last thing : I like playing hammer or mace and i think improving stun/kd effects by 10% is not really helpfull just like the sigil is (adding both would result in +25% which does’nt matter that much ).
Somewhere in the defense or power tree we should have a trait that gives us + 50% stun/kd/daze effects duration obvious candidate being distracting strikes (even if that means removing confusion effect ).
I miss stonefist insigna.
Like the others , I have little hope seeing dev’s listening to those suggestions.
But I hope that my two cents will help Scoobaniec in his cogitations.
I’ve read through everything you wrote, but let me offer you some free advice. Try posting single suggestions, rather then a complete rework.
Single suggestions will have a better chance actually being read by anybody.
While a complete rework will probably propose quite a few balance problems in itself. For instance, your suggestion for Unsuspecting Foe is completely OP, while your suggestion for Crack Shot seems really underpowered.
Way to go on the creativeness though, let’s hope somebody else will come to the same realisation as we all have.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Mobile strikes needs to include chill. Otherwise, it just works half the time.
Destruction of the Empowered: Has to rip boons. 1 boon per adrenaline bar.
Other classes can remove all boons instantly. Other classes can cast boons faster than you can remove them.
Having minimal +%dmg against boons is useless for two reason: protection, regen and retaliation. The protection negates it completely. The regen can negate whatever increased dmg you got on some classes. As for the reta, well..you’re shredding yourself on a guardian using it.
Whomever came up with this idea only helped in killing warriors faster against retal users. So what? Run away when they use retal which some classes have up a long time? Guess warriors will be falling back into old habits of running and hiding or getting ripped a new one.
(edited by XII.9401)
Mobile strikes needs to include chill. Otherwise, it just works half the time.
I doubt that they’ll do that, considering that they put in Dogged March.
Destruction of the Empowered: Has to rip boons. 1 boon per adrenaline bar.
Other classes can remove all boons instantly. Other classes can cast boons faster than you can remove them.
Wait, are you suggesting yet another mechanic where not using your adrenaline has greater benefits than using it? Please tell me you meant “remove boons on burst”.
Having minimal +%dmg against boons is useless for two reason: protection, regen and retaliation. The protection negates it completely. The regen can negate whatever increased dmg you got on some classes. As for the reta, well..you’re shredding yourself on a guardian using it.
Negate it nothing. It’s not like the enemy is going to stop using Protection as soon as you don’t use Destruction of the Empowered.
And besides, we already have people using Berserker’s Power for the +12% dmg. That’s equal to 4 non-Protection boons. Which is pretty common, unless you’re a Thief.
Why in the world does everyone like the idea of, “15 Adrenal Health – gain health on burst skill (stage 1 – 1k, stage 2 – 2k, stage 3 – 4k)”?
I’ve seen that all around the forums, it’s a bad suggestion. I’m tired of throwing up the math but it basically works out to being a heavy offensive trait in a defensive trait line. And yes, I am aware that there are offensive traits in the defense line, but those are merely to shore up some shortcomings with those weapons. Maces do low damage anyways, why not give a trait to increase their damage in the trait line that uses maces? The defensive line is meant to use hammers, maces, and shields. All of those gain adrenaline very slowly which means if they have to burst to heal their healing is a lot lower than a full greatsword/axe berserker.
Tying it to adrenaline is just silly anyways because it’d always be best for the adrenaline holders and the fastest gainers. I play a sword/mace + longbow warrior and I use adrenaline like crazy and I still think this. I’ve played 0/0/30/30/10 (greatsword/hammer) before and it was the slowest adrenaline gain and use in sPvP I have ever seen…
Same thing with healing surge.
But this is just my 2 copper.
TL;DR:
Health/healing = adrenaline gain/use = no no.
Cool effect/gain boon = adrenaline gain/use = Yes.
Why in the world does everyone like the idea of, “15 Adrenal Health – gain health on burst skill (stage 1 – 1k, stage 2 – 2k, stage 3 – 4k)”?
Cause sitting all time on max adrenaline for passive benefits is a terrible desing. For example evi and killshot seems to be a “great burst skills” i don’t rebember last time when i used any of them in pve. In pvp i pulling that off as a finisher when i take enemy defensive skills on cd’s to not lost benefits from berserker power and adrenaline health.
What the point of adrenaline skills when they does not worth using, and we are better sitting at max adrenaline for 120hp/sec regen, 9% crit chance, 12% dmg? As for lacking adrenaline u can always pick up embrance the pain:
1 Embrance The Pain – gain 2 strikes of adrenaline when hit. Under 50% hp clean conditions from yourself, 60cd
5 hits taken = 1 bar.
The point has been missed. I’m not bashing for wanting adrenaline use incentives, I’m bashing tying adrenaline onto healing.
Healing surge in its current form is bad because of adrenaline sitting. Healing on adrenaline use is bad because it can really slow down as missed or causes stupid behavior like running into corners to make sure that nothing is hit to miss burst heal up. Then, like I said, there’s slow adrenaline gainers i.e. maces, hammers, etc…
If you want something cool for healing make it on successful hits like thief healing signet but scaled down. I mean, it’s a start. It’s not great by any means. Or perhaps a weird formula like: (base amount) + (decent coefficient * toughness) + (decent coefficient * healing power). Name it something like Armored Healing. It’s different. It’s odd. It’s not really perfect either.
As for adrenaline incentive it’s as easy as changing Berserker’s Power from: Stage 1: 3%, Stage 2: 7%, Stage 3: 12% to Stage 1: 12%, Stage 2: 7%, Stage 3: 3%. You’d want that 12 so you’d be burning adrenaline like it’s going out of style. Simple things. Or cool things like Daecollo’s idea where you lose some conditions when you fill an adrenaline bar. It promotes gaining and then dumping to keep yourself condition cleared.
What the point of adrenaline skills when they does not worth using, and we are better sitting at max adrenaline for 120hp/sec regen, 9% crit chance, 12% dmg? As for lacking adrenaline u can always pick up embrance the pain
Well you could always swap the Berserker’s Power and Heightened Focus for Might and Fury, respectively.
For example:
Berserker’s Power: Gain 2/4/6 stacks of Might for 10 seconds on burst
Heightened Focus: Gain Fury for 2/4/8 seconds on burst
Adrenal Health: Gain 1500/2500/3500 HP on burst
These would not only make Berserker’s Power available to condition builds, but it would also make it so that Burst Mastery and the Tactics line would be much more appealing due to the Boon Duration and more frequent bursting.
As for adrenaline incentive it’s as easy as changing Berserker’s Power from: Stage 1: 3%, Stage 2: 7%, Stage 3: 12% to Stage 1: 12%, Stage 2: 7%, Stage 3: 3%. You’d want that 12 so you’d be burning adrenaline like it’s going out of style.
Wouldn’t work, since the advantages of higher bars (more stun, more bleeds, more damage) far outweighs the “loss” of damage.
And besides, that kind of thing would never happens, as it would make the adrenaline gaining traits a detriment rather than a good thing.
(edited by Olba.5376)
Gaining adrenaline from hammer inst that bad.. As for maces..well..they need rework. btw cool idea Olba, but i think fury should have a little longer time like 4/6/10 (from pvp perspetive).
Still i think all weapons will be behind as long as we can build might with greatsword. Or we can put similiar mechanic to build might in bladmaster, axe mastery and so on..
(edited by Scoobaniec.9561)
Gaining adrenaline from hammer inst that bad.. As for maces..well..they need rework. btw cool idea Olba, but i think fury should have a little longer time like 4/8/12 (from pvp perspetive).
Well I wanted it to be 8s so that people with 30 Tactics or 30 Discipline could get permanent in-combat Fury out of it. That would go a long way to help banner warriors and burst mastery warriors.
Naturally, the Might on the Berserker’s Power would help out builds with 30 Discipline or 20-30 Tactics, such as Banner warriors, healing shout warriors, warhorn users and bursters.
Still i think all weapons will be behind as long as we can build might with greatsword. Or we can put building might in bladmaster, axe mastery and so on..just like gs trait.
I don’t think that’s a good idea. You’d pretty much have to scrap the current set of weapon-related traits and give all the weapons the same -20% cooldown and 1 might on crit. Which isn’t a good idea because it drives everyone towards crit heavy builds.
I think that the individual weapon-related traits need to be looked at on a case-by-case basis. The traits that each weapon gets are far too diverse, some of them weak while others are ridiculously strong, with a lot actually landing on a pretty balanced note.
For example, why the hell do we have three traits for Axe? And why is Stronger Bowstrings a trait of its own, rather than being combined with Burning Arrows? And let’s be honest, Shield Master is a bit lacking (but I could foresee them increasing the toughness to 180). On the other hand, I really like Blademaster, Forceful Greatsword, Sundering Mace, Merciless Hammer and Crack Shot
Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.
However, warriors current;y lack any true sustainability. Against a heavy condition build we simply crumble with no real way to mitigate or counter them on a constant basis like other classes. Healing shouts with soldier runes can at the maximum remove 4 conditions at a time, it sounds decent on paper but in practice the conditions are reapplied so quickly they overwhelm you. Runes of Lyssa with Signet of stamina is another choice, this gives you 2 full condition cleanses and with your Signet of rage every buff in the game for a few seconds. You run into the same problem as shouts here as well where your cleanses are on long cooldowns and stacks of bleeds and poison end up destroying you.
Have a perk that removed one condition for each bar of adren used on a cooldown would go a long way to helping with sustainability in PvP. Speaking of PvP, there needs to be a full PvE/WvW/PvPs split. This would allow warriors to get buffs in areas like PvP without totally destroying the other two parts of the game.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Mobile strikes needs to include chill. Otherwise, it just works half the time.
I doubt that they’ll do that, considering that they put in Dogged March.
Destruction of the Empowered: Has to rip boons. 1 boon per adrenaline bar.
Other classes can remove all boons instantly. Other classes can cast boons faster than you can remove them.
Wait, are you suggesting yet another mechanic where not using your adrenaline has greater benefits than using it? Please tell me you meant “remove boons on burst”.
Having minimal +%dmg against boons is useless for two reason: protection, regen and retaliation. The protection negates it completely. The regen can negate whatever increased dmg you got on some classes. As for the reta, well..you’re shredding yourself on a guardian using it.
Negate it nothing. It’s not like the enemy is going to stop using Protection as soon as you don’t use Destruction of the Empowered.
And besides, we already have people using Berserker’s Power for the +12% dmg. That’s equal to 4 non-Protection boons. Which is pretty common, unless you’re a Thief.
Mobile strikes should remove chill..it removed immobilize and that didn’t prevent dogged march from affecting immob.
I meant removal of boons on burst, ofcourse. Each bar of burst for one boon removal for a total of 3. We will never be competitive otherwise. This will give us a role in tourneys against bunkers.
Yep..DOE is useless against protection. And thieves have more buffs now..at least 3 up..from stealing our trash elite..using a weapon skill..with no cool down.
And why do you doubt they would fix things? We need to be more vocal or you will end up shelfing the class you like to play. Look at the thieves and mesmers..they are always talking about how the ’nerf’s affected them and they are two of the holy trinity classes.
(edited by XII.9401)
Well here’s a quick list of things I thought were wrong and why.
- 2 Restorative Strenght – cripple, chill, weakness and immobilize are removed every 10sec
- 3 Great Fortitude – increases vitality by 200
- 4 Unsuspecting Foe – 50% critical hit chance against stunned, knockeddown, knockedback, or from behind foes
- 11 Furious – critical strikes grant extra adrenaline (3 per strikes per crit)
- 25 Attack of Opportunity – 10% of precision becomes a burst damage
- 2 Dogged March – remove cd
- 3 Desperate Power – you deal 20% more damage for 10 sec when u hp reach 50% (45cd)
- Discipline Trait Line: discipline provides extra 3 adrenaline bars, instead of 3% burst damage (In my opinion its should get back to 30%, but i don’t see it happening at all)
- 12 Destruction of the Empowered – bunker buster tool..change the extra damage from enemy boons to 2%+ignore damage reduction from protection to make it useful
- Healing Surge – cd reduced to 20sec, blocking incoming attacks (yes, like guardian shelter.) (against burst damage)
- This would be useless, considering that most of those skills don’t last even close to 10s, plus Dogged March already makes them cake.
- Too much, you’re effectively at least doubling the effect here.
- Too overpowered considering that we have Bull’s Charge. It would result in Bull’s Charge to 100 Blades being 100% crit rate easily. Not to mention being able to combo something like Shield Bash > Eviscerate > Signet of Fury > Bull’s Charge > Eviscerate for 2x 100% crit rate Eviscerates in a matter of seconds.
- The full bar is 30 strikes, so that’s 10% adrenaline per hit. It’s too much, considering that we have high crit rate and lots of multi hit attacks
- 10% precision becomes damage? How? Do you mean “10% precision is given as bonus to power”?
- How about no? Without the CD, you could pretty much pop stability and Endure Pain, sit in a zerg and get tons of regeneration
- 20% more damage for 10 seconds is far too high.
- Wait a second? 6 bars of adrenaline? Wouldn’t that allow you to pull off a full 3 bar burst and not lose any of the effects you gain from things like Adrenal Health, Heightened Focus and Berserker’s Power? Even if not, it would allow you to chain together 2 burst skills, which is a bit too much. Consider Skull Crack > Swap > 100 Blades/Eviscerate for 100% crit rate
- Do you even realize what you’re saying? Ignoring Protection means that you’re instantly giving us 50% more damage against someone who has protection. In fact, since we would get 3% damage from it, you’d make it so that having protection against a warrior would be a detriment.
- No, no no. Healing Surge has very high heal, it shouldn’t have that low of a CD. And blocking damage? Yeah, no.
The problem with most of your suggestions is that they would give warriors way too much damage or effects that are ridiculously overpowered, like the ability to ignore protection.
Why would the ability to ignore protection be bad? It will give us a role as bunker busters. I mean thieves have stealth to ignore the reactive dodge..right?You can’t dodge what you can’t see, right?
Mesmers can stealth or use distortion to completely ignore the downed state, right?
Guardians can use Aegis to completely ignore the downed state abilities, right?
Our ‘improved’ signet of might can’t even interrupt a blocking opponent while a weapon skill -not a utility skill- from a guardian’s line or circle of warding can interrupt one.
Thieves can use stealth to bypass the downed state abilities right?
Thieves can shadowstep to avoid the downed state abilities while stomping, right?
It just boggles my mind and entertains the other class players that warrior players are their own worst enemies when demanding for balance and buffs.
I for one applaud the OP for going into this much work and standing up to other class players coming from other forums and trying to shoot his suggestions down so they can keep having their class carry them against the warrior players.
Warriors are not fine and need a major buff unless your a mesmer or thief who enjoys winning against them because of your class and not your skill.
(edited by XII.9401)
Ty XII. Just came to say that i added suggestions to maces, swords, and rifle. Also edited Restorative Strenght (immune to conditions for 5sec after healing skill sued )and Fear Me (breaks stun)
Why would the ability to ignore protection be bad? It will give us a role as bunker busters. I mean thieves have stealth to ignore the reactive dodge..right?You can’t dodge what you can’t see, right?
Because Warriors already have a hilariously high DPS. Add in the ability to completely ignore protection and you end up with a clearly class-advantage of Warrior always being superior to any class who uses Protection.
Mesmers can stealth or use distortion to completely ignore the downed state, right?
Guardians can use Aegis to completely ignore the downed state abilities, right?
Our ‘improved’ signet of might can’t even interrupt a blocking opponent while a weapon skill -not a utility skill- from a guardian’s line or circle of warding can interrupt one.
Thieves can use stealth to bypass the downed state abilities right?
Thieves can shadowstep to avoid the downed state abilities while stomping, right?
What’s with all this talk about downed state? It’s not like we don’t have Stability.
And why do you doubt they would fix things? We need to be more vocal or you will end up shelfing the class you like to play. Look at the thieves and mesmers..they are always talking about how the ’nerf’s affected them and they are two of the holy trinity classes.
I simply think that the internal balance of the Warrior class should take priority over giving us means to defeat other players. And heck, some of those internal things could be used to help us with defeating other players.
I don’t see anyone using a Mace, because its autoattack is slow. No one ever uses the burst on GS because we already have easy access to Fury. No one uses Last Chance, Berserker’s Might or Physical Training. The minor traits in the Tactics line are generally considered bad.
I mean, a Warrior has access to more weapons than any other class, yet an overwhelming majority uses GS and/or axe/shield. I think that should really be looked into.
Why would the ability to ignore protection be bad? It will give us a role as bunker busters. I mean thieves have stealth to ignore the reactive dodge..right?You can’t dodge what you can’t see, right?
Because Warriors already have a hilariously high DPS. Add in the ability to completely ignore protection and you end up with a clearly class-advantage of Warrior always being superior to any class who uses Protection.
Yet for whatever reason we cannot burst bunkers down..About 3 days ago i been fighting with bunker guardian in wvw (hybrid build using dualsword) he was bad, he dindt even dodge yet it took me 5min to kill him..After all its grandmaster trait in a useless discipline tree, its deserve to get more
I wouldn’t say all the traits needs to be revamped, but traits like unsuspecting foe needs to be +50% crit chance on disabled enemies not STUNNED. This is so kitten specific because warriors only 2 second stuns are all from burst skills yet bull charge, knockdowns etc don’t do jack all.
Beyond that our grandmaster traits do suck compared to every other classes where it completely changes the class itself to be dominate in w/e they traited to.
I wouldn’t say all the traits needs to be revamped, but traits like unsuspecting foe needs to be +50% crit chance on disabled enemies not STUNNED. This is so kitten specific because warriors only 2 second stuns are all from burst skills yet bull charge, knockdowns etc don’t do jack all.
Putting it on “disabled” would make it far too overpowered. That would mean Kick, Bull’s Charge, Stomp and Fear Me would all be potential candidates for +50% crit rate. Not to mention Shield Bash, Pommel Bash, Backbreaker, Tremor, Rifle Butt,Staggering Blow, Earthshaker, Skull Crack, Whirling Strike and Repeating Shot. In case you’re counting, that’s all weapons except axe, sword, longbow and greatsword.
Might as well give Warriors a class mechanic of 100% crit rate while you’re at it.
(edited by Olba.5376)
I wouldn’t say all the traits needs to be revamped, but traits like unsuspecting foe needs to be +50% crit chance on disabled enemies not STUNNED. This is so kitten specific because warriors only 2 second stuns are all from burst skills yet bull charge, knockdowns etc don’t do jack all.
Putting it on “disabled” would make it far too overpowered. That would mean Kick, Bull’s Charge, Stomp and Fear Me would all be potential candidates for +50% crit rate. Not to mention Shield Bash, Pommel Bash, Backbreaker, Tremor, Rifle Butt,Staggering Blow, Earthshaker, Skull Crack, Whirling Strike and Repeating Shot. In case you’re counting, that’s all weapons except axe, sword, longbow and greatsword.
Might as well give Warriors a class mechanic of 100% crit rate while you’re at it.
You realize that most of the skills lasts 1/4 (knockbacks) of a second meaning you won’t even be able to make use of it. Only reason Earthshaker works is because it stuns you first and then deals damage when you land. Also anyone with stability renders it useless. You make it sound like warriors aren’t the worst class by far in sPvP and widely acknowledged by the entire community.