Hey guys, I’ve been around off and on since release with only about 500 hours in game, and most of those admittedly on Necro, but as a recent warrior main (and more recent warrior defector) I’ve noticed that even some simple adjustments to the weapon skills could go a long way to make warriors more viable.
That being said, here’s some thoughts I have on warrior weapons and how I would adjust them. I reiterate, I’m not a veteran warrior player (adept at best), although I have been playing MMO’s for nearly two decades, mained warrior in WoW for over five years, and otherwise have tens of thousands of hours in competitive gaming. If, however, anyone sees anything that they would change, adjust or tweak, please feel free to comment. In the end, these are just suggestions and are more likely to be band-aids on bullet holes designed to at least make life suck a little less for warriors.
Getting right into it:
Greatsword
GS is required in many builds due to mobility. When abilities are used as reconnects, warrior is often punished by loss of damage (GS3 only does dmg to close targets, for example). GS5 is very unreliable, but decent damage. GS4 has low damage and misses frequently.
GS1 – Third hit offers literally nothing. First and second strikes apply vulnerability, third should apply cripple at minimum.
GS2 – Excellent damage POTENTIAL. Possibly upwards of 9k on Indestructable Golem if all strikes land (and crit). Virtually impossible to get off more than 3 or 4 hits on a target that isn’t afk or stunned with literally no cooldowns/passives left. Damage can be reduced by 25% if you make it mobile, or reduce cast time while increasing individual hit damage and increase CD to even in out. This is GS’s primary damage ability, but yet has half the cooldown of their best UTILITY abilities. Even pressing GS2 in a fight virtually guarantees you’re losing the damage from GS3 and will be forced to put GS4 on cooldown (for twice as long as your self-snare.)
GS3 – Great skill design, but make it one continuous impact (so damage doesn’t drop off if used as a reconnect) and make it drop a small cripple/chill field upon completion. This allows the player to predict enemy movement to adequately apply snare effects. Currently, damage per hit is incredible low, with crits in the 1500 range with berserker amulet, meaning 6000 MAX possible damage to a single target, except you will only be able to strike the same target 3 times, meaning 4500 max IF you use a reconnect in melee range, sacrificing mobility down the line.
GS4 – Projectile speed is incredibly slow, easily counterable by simple not standing still. Represents the ONLY cripple/snare on GS set and is easily dodged. CD is 15s for a 4s debuff. Why? That’s minimum 11s window where you’re just chasing your enemy, being forced to trade two of your damage skills for reconnects just to stay close.
GS5 – Good skill. I’d honestly add a 1/2 second stun or immob on hit. It’s single target and only crits for ~3200 on Heavy armor, 3800 on light. Damage is fine for reconnect, but needs more utility to counter its habit of completely missing the target. Either 8s swiftness/immob on hit/etc.
Arc divider – well designed. I have no suggestions/complaints.
Popular as the “mobile” weapon. Greatsword is definitely mobile, but when used for its mobility, it sacrifices a lot of damage. Also, it’s a “moble” weapon that’s primary damage comes attached with what is essentially a 4 second root. It’s very situation oriented and very risk vs reward based, but with long cooldowns that punish you regardless of how you use it. Virtually only balanced if you have quickness procced.