[Physical] Buffs

[Physical] Buffs

in Warrior

Posted by: NinjaEd.3946

NinjaEd.3946

This is for all the physical related skills to receive a buff, but with cost. To simplify that, here it goes.

Physical skills now cost adrenaline

The goal here is to buff a skill category to be stronger based on how the warrior manages their only resource. In the previous title many skills consumed various amounts of adrenaline and it led to many strong skill chains but they weren’t’ free and could be countered with the right spells (no adrenaline gain or adrenaline -). The aim here is to bring some of that back but not for free, and to also make the elite physical skill a tad bit more powerful if managed versus being a button smash form. Some suggestions are

[Mending]- Now a physical skill Costs 10 adrenaline in addition to 20 second cooldown. Now heals for 7,824 (1.15^). Removes 3 conditions (before healing).Regain 2 adrenaline for each condition removed.

[Kick] Costs 6 adrenaline in addition to 20 second cooldown. Unblockable. Foes that attempt to block are instead knocked down for 2 seconds. Same damage and distance as before.

[Bull’s Charge] Costs 10 adrenaline in addition to 40 second cooldown. Foes in the path of your charge are knocked back 180 units and receive damage(behaves similar to necromancer flesh golem charge as far as “path of charge” goes).

[Throw Bolas] Costs 5 adrenaline in addition to 20 second cooldown. Add daze duration for .25 seconds. (an interrupt skill now)

[Stomp] Costs 15 adrenaline in addition to 45 second recharge. Ground targeted (300 units), increase damage to 915(1.2^). This skill cannot critically hit. Downed foes suffer a 100% damage increase from this skill.

[Rampage] Costs 25 adrenaline in addition to 180 second cooldown. While in rampage, rapidly regenerate adrenaline by 3 per 1 second(. Rampage form duration increased to 30 seconds.)
-[Uppercut] Now grants 5 adrenaline on successful hit.
-[Kick] Costs 4 adrenaline in addition to now 5 second cooldown.
-[Dash] Costs 8 adrenaline in addition to now 5 second cooldown.
-[Throw Boulder] Costs 8 adrenaline in addition to now 8 second cooldown. Causes knockdown instead of stun. Damage is now AoE upon target hit in a 120 unit radius.
-[Seismic Leap] Costs 10 adrenaline in addition to now 10 second cooldown. Increase damage dealt to 244(2.0^).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

[Physical] Buffs

in Warrior

Posted by: Choppy.4183

Choppy.4183

You could buff the skills exactly how you’ve written them up, NOT add the adren cost, and they still wouldn’t be overpowered.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

[Physical] Buffs

in Warrior

Posted by: NinjaEd.3946

NinjaEd.3946

Point is to push them towards heavy rewarding skills. The conflict is that stances are short cooldowns and last several seconds with very strong effects, then you got shouts with immediate effects and a few with lasting effects, and signets same story. Banners being the other underperformer but that’s another topic all together.

Since they are 1 time effects they should be changed to fit a situation a little better than a simple cc effect and play a part with the warrior profession and its role in groups. Kick being an anti-defense skill, bulls charge being the way to your target, stomp being an extra punch while they are on the ground, bolas could be changed a little better but basically makes them a sitting duck, and rampage as usual, being a rampage. Perhaps some more powerful effects such as

-adding double damage increase from stomp to downed foes and foes under the effects of stun or knocked down.
-Bulls charge range increase to 1,200. While charging you are immune to cc effects.
-bolas will wrap around adjacent targets if they make contact (120 unit radius, up to 2 additional targets).
-Kick cooldown reduced to 15 second cooldown.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”