MY ideas for Warrior sustain and other ideas.
I will simply use a bullet point format, with a sentence to a couple lines on why I believe it to be a good fix also: DISCLAIMER: This is from a r16 PvPer.
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I have read VERY LITTLE on current ideas on how to “fix” Warrior’s. So the following is what I have thought of, some are no doubt common idea’s, so I will now say sorry for repeating any existing idea’s.
I will simply use a bullet point format, with a sentence to a couple lines on why I believe it to be a good fix also: DISCLAIMER: This is from a r16 PvPer. So please, forgive me for any “noob” suggestions, but at r16, I have already picked up on many things, such as what makes Warriors as weak as we are etc. (Rank isn’t everything, seen r50’s plus who are awful etc)
Rush – Terrible skill for actual combat. animation is poor, easy to dodge etc.
Make is faster, improve the reliability of the skill further, or just rework it completely, maybe something like WoW Warriors charge? ( The skill very briefly stuns the target just before "collision* to prevent silly dodges, silly terrain problems, you get the idea)
Rework mechanics that conflict with basic class mechains – Please, forgive me if other classes have this problem ( mechanics conflicting with CLASS mechanics, not necessarily this problem) For example, why does Warrior have a trait that increases damage based on current adrenaline? With a heal following the same mechanic?
Thought the mechanic of Warrior was to build this resourse, and spend it, not hold on to it. This defeats the point of the original design intent of the mechanic
PvP sustain – Condi removal is fine, the healing now might be fine (The heals might still be bad, but Warriors might just be used to such crappy heals that they now feel strong when they arent, haven’t played alot of pvp so not sure at the moment)
Am I the only one who thought, why not add a mechanic that heals you based on how much adrenaline you spent? Cleansing Ire is a great example of “warrior sustain” 1. It rewards offensive play 2. Rewards spending adrenaline (as I described earlier, the class seems to hate spending and love spending it at the same time….)
Improve weapon utility – Other class weapons can provided dps reductions, give cc, healing, regen, on weapon skills, the viable Warrior weapon skills provided like next to none of this lol. It will help raise the skill cap of the class of such stuff was added, like oh shall I swap to this weapon set to get X? or keep my current weapon for Y? I don’t know really, but after leveling an Elementalist to 12, I seen their bleeds, dps reductions, blinds, dashes, regen, direct healing I was like :OOOOOOOOOO???? LOL
Anyway, I’m tired, rambled like hell, half the stuff I said probably didn’t make sense, and the other half is common complaints, but I thought I’d add my 2 cents.
Cheers guys! Have fun!
I will simply use a bullet point format, with a sentence to a couple lines on why I believe it to be a good fix also: DISCLAIMER: This is from a r16 PvPer.
-I
-Did
-Not
-See
-Any
-Bulletpoints
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