My ideas of bringing balance to warrior class
SKILLS:
- Healing Skills: Due to warriors having high HP, their healing skills heal for rather low % of overall HP. I assume adding like 15-20% to each heal.
- Throw Bolas: Bolas need to land either Really fast or even instantly, followed by fast animation to make any real use of them.
- Bull’s Charge: 25 sec CD (down from 40) but the knockdown is 1 sec only.
- Stomp: 35 sec CD (down from 1 min), the damage is doubled.
- Dolyak Signet: boost passive toughness to 170 (up from 90).
- Frenzy: The attack speed bonus is 50% now, so +25% damage taken is enough.
- Battle Standard: reduce CD to 180 (down from 240). Initial stability buff is 5 sec. (up from 3). But this also leads to tweaking active duration time of the banner.
- Rampage: 1.5-2x damage boost while in this form (make it on par with Lich)
TRAITS
Make all the falling damage traits minor for all classes.
Strength:
- T1: banners do (2x more) damage and grant 4 secs of Fury to all allies in 600 range when summoned.
- Minor: Using a burst skill gives 3-5 sec of Vigor (old – ‘restore endurance’)
- T2: Apply 3 stacks of confusion each time you interrupt a foe.
- Minor: clarify the damage bonus in tooltip (when endurance is not full).
Arms:
- T1: 33% chance to gain swiftness on critical hits for 3 sec (up from 10%, 6 sec cd).
Defense:
- Minor: Extra armor while health is above 80%.
- T1: When you rally, you gain 3 seconds of stability and protection.
When you strike a weakened foe, you gain might (5 sec) - T2: 170 bonus toughness while using a shield.
- T3: 5 seconds of retaliation and protection when receiving a crit. (15 sec cd)
Tactics:
- T1: Gain stability and regeneration when your health reaches 30%.
- T2: Longbow damage is increased by 20% against burning foes.
- Minor: Grant might and regeneration(or protection) to you and your allies when you revive them.
- T3: Warhorn skills rip 1 boon from all enemies affected, convert 1 condition into boon on you and your allies. WH skills -20% CD. (okay, may sound like an overkill but 2 boons ripped with pretty long CDs on WH even with reduction is pretty balanced imo).
Discipline:
Passive burst damage gain increased x3 (up to 9%)
- T1: Your burst skills are refreshed when you kill a target.
Run even more (25%) faster while using melee weapons. - Move ‘movement skills break immobilize’ to T1 from T2.
- T2: : Increases damage done by 50% and 100% chance to rally if you kill someone while in Vengeance.
- Minor: Gain fury for 3 sec on weapon swap.
(edited by Blacktorn.3197)
WEAPON SKILLS:
Sword:
- #2 Savage leap: strike on landing inflicts bleeding.
- #5 Counterattack always crits.
Burst skill: pretty hard to land, so make it either instant cast or add a 300 range leap to it.
Hammer:
- #4 Staggering Blow: ½ sec cast time (down from ¾). If no enemies are hit, reduce active CD by 50%.
Longbow:
- #1 Dual shot: Now bleeds the foe with each arrow if target is on fire.
- #4 Smoldering arrow: Now uses ground targeting.
- #5 Pin Down: Now strikes all foes in line.
Axe:
- #4 Dual Strike: Damage increased by 30%.
- #5 Whirling Axe: CD reduced to 15 sec (down from 20)
Greatsword:
- #5 Rush: Now hits faster when reaching the target.
Burst skill: ½ sec cast time (down from ¾)
Mace:
- #1 Now hits slightly faster.
- #2 Counterattack always crits.
- #5 Now travels faster, CD reduced to 20 sec (down from 25)
Rifle:
- #3 Volley: CD and damage reduced by 40% (is now on 6 sec CD). This makes overall damage more steady, and you spend less time just autoattacking.
- #4 Brutal shot: always crits (still 1 sec cast time).
Warhorn:
- #4 Also grants regeneration to all allies affected.
Shield:
- #4 CD reduced to 20 sec (down from 25). If an enemy is immune to stun, gain 4 secs of Fury.
- #5 CD reduced to 25 sec (down from 30). If you are not hit for the duration, gain 3 stacks of might.
(edited by Blacktorn.3197)
this is terrible …..
The warrior is broken . Even if u give him 100%+ hp its gona be the same easy kill for ranged …..
That class need to be totaly changed or deleted .
Some of these are decent some needs a tweak.
the swiftness on crit 33% chance I can get with but no internal cd. Its 3 secs of swiftness thats not long let it stack duration then its appealing. Its not like swiftness is broken so I don’t think it needs a icd
Your shield ones seem good. I like regen on the warhorn if traited would make it appealing and not seem so naked if your running axe and warhorn.
Bull charge on a 25 sec cd? To low i think 30 is ok.
Frenzy suggestion works for me.
Bolas just needs to be a faster throw and or more reliable land. Healing skill boost I like.
Dolyak signet should just drop the stability from it and give protection for the active.
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
Lower the CD and Healing of “Mending” to 20 seconds and make it a “Physical” skill.
Healing Signet is now “463” Healing every second. To be more in line with what other classes receive for healing. However this has no condition removal.
Healing Surge is now a stance and heals health every second for 5 seconds based on Adrenaline. Stance Mastery adds 2 seconds to this.
[Stage 1: 5% health every second.]
[Stage 2: 9% health every second.]
[Stage 3: 15% health every second.]
Dolyak Signet: Reduces all incoming damage by 10%. (To match guardians.)
Active: gain stability and protection.
Stability: 10 s
Protection: 10 s
Cooldown: 40 s (Lowered from 60s.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
You mean Adrenal Health as an active ability which is in our spellbook? Interesting, but 75% over 5 sec is too much imo. I’d say 4-7-10. Hey, 50% plus a standard heal is more than good. But I’d adress movement abilities more.
You mean Adrenal Health as an active ability which is in our spellbook? Interesting, but 75% over 5 sec is too much imo. I’d say 4-7-10. Hey, 50% plus a standard heal is more than good. But I’d adress movement abilities more.
Sorry… I mean’t Adrenal Surge, however that is a good idea! (Would be much less powerful though.)
https://twitter.com/TalathionEQ2
I think shields should be made to either hand weapons.
Mainhand attacks:
1. Block (shield up to 4s while holding 1, then 10s cd)
or
(shield for 1s, with a 1.5 activation time)
2. Shield Head Bash (hit opponent in head with shield,
inflicts confusion for 1s, 6 cd)
3. Shield Parry (hold shield for 3s, if attacked during that time,
shield bash activates. 10 cd.)
and for the burst skill
Demoralize (bang shield with offhand weapon, enemies within a
600 unit range are stripped of boons and given 3
random conditions. If they didn’t have a boon, 2
conditions are given. Also, 3 random boons are
given to allies)
Offhand is fine the way it is.
Two shields can’t be worn at the same time also. Shields can’t be placed in mainhand and offhand slots for different sets, such than when you swap weapons, you’d have a second shield.
Crazy? maybe. Op? not sure. Fun? in theory.
Buffs without addressing the core issues of the class.
A resounding, “No.”
Do yourself a favor and after each individual change give a thought out reason behind why it was changed to this, and exactly how it will benefit the warrior meta.
Increasing the damage on Rampage? Rampage is useless because you don’t have access to your heal, utilities, and it has about as much mobility as a hammer. This is like buffing the length of the cripple on Bladetrail or increasing its range to address warrior’s issues with mobility.
And nerfing their sustain? Really? I guess we better buff eles defensive CDs, after all they have the lowest base health and base armor! I’d really think people would understand just how totally insubstantial that is.
You can have 20k health, but 5k damage remains 5k damage. You still have to heal it somehow. That’s why high healing+high toughness >>>> high vitality.
Difference in base armor between cloth and plate is literally like 100 toughness. (ie. irrelevant)
(edited by Larynx.2453)
Seems like the OP wants to make the warrior rather OP.