Mouggari – Warrior – Candy cane Avenger
Mainhand mace, make it more interesting
Mouggari – Warrior – Candy cane Avenger
There are two paths that Mace should take to be fixed:
- A defensive weapon- Which is to keep the warrior alive as long as possible.
- Anti-bunker- this is a hard counter to Guardians and other profession that stacks toughness/vitality.
Either way, it requires overhauls as current mace does neither.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Just a note: I think you mean Vulnerability, the debuff.
And I agree, Mace is on the slow side, makes it a bit of a boring weapon.
Offhand mace is pretty fun.
I agree. I think if they sped up the chain a bit; the second attack by 1/4 sec, and the third attack by 1/4 sec., this may make it a bit better as a MH weapon without overpowering it.
Hello,
I have mixed feelings about main-hand mace. On one hand, I like the way it’s designed, because it promotes reactive play, i.e. you react to your opponent’s moves to nullify them, a gameplay found more often in other classes than the warrior, and requiring more skill. On a second hand though, I do feel that it’s a bit lacking, and can appreciate your suggestions, but:
- For the burst effect, rather than an effect, I’d add a combo finisher, to remain consistent with the other weapon burst moves (and of course I’d love more combo fields on the warrior, but that’d break the spirit of the class),
- For the auto-attack, I like it as is. Of course, reducing the cast time would be great, but that’d make near as fast as the axe, with significant damage, so probably unbalanced,
- For the block, it has been designed such as the riposte makes huge damage, and thus bears no additional effect. As a matter of personal taste, I’d rather have less damage and some effect (having in mind the scepter block of the mesmer), and possibly a longer block duration. Honestly, I have no problem with how fast it lands.
- For the daze, I like it as is as well.
I’ve been recently playing main-hand mace in PvP, on an idea proposed by Lurock Turoth a few weeks ago. Basically, you go for a condition setup with burn-on-block and confusion-on-interrupt, which makes all mace skills interesting (except for the autoattack, like with the longbow in a similar setup). The build has 3 blocks, which burn the opponent and provide might – and the might, by providing power, somehow synergizes with the precision of rabid gear.
Regards.
Mainhand mace might be meh, but off hand Mace is great, Tremor is like the best skill in this game.