Hello I was looking over the warrior trait spreadsheet was enthralled with the idea of changing leg specialist and empowered into minor traits. This would free up space to take under used traits such as empowered allies and desperate power for offensive players or make bow a much more attractive weapon as you would now have space to grab stronger bow string and burning arrows though I recommend those two be merged into one trait and moved into tier 2 to be the equivalent of merciless hammer, sundering mace, and forceful greatsword.
My reasons for this drastic change to the current minor traits in the tactics tree are as follows.
1. These are far far weaker compared to what other classes’ always-on effects due to the nearly non existent activation rate.
2. They feel out of place even though warriors can play support these traits belong on dedicated or designed support classes if you will such as guardian and mesmer. A warrior would be the one holding the enemies off valiantly while others revive plus we have a banner to do that for us if needed to.
3. This change offers space for 2-3 new traits and a t3 minor that could be focused on “boon hate” or brand new effects.
Now about that discipline trait line, yes we have to talk about it. Some would say it’s grossly negligent and disrespectful to players to leave brawn in this condition for so long but not I. I realize it’s because they have no idea what to do with it. So here is my proposal that I believe kills SEVERAL birds with one stone. Warriors are given higher base HP but are denied access to protection, aegis, and have no defensive class mechanics.
But what if every point spent in discipline healed 100hp when you use adrenaline?
Firstly a warriors base hp is 18,372. 33% of that is 6062. The max you could gain with 30 points into discipline is 3000. Which would be the equivalent of having protection up for 50% of battle where you burst once. So now we have established that it’s half as good as permanent protection but protection is still FAR FAR better as it mitigates damage from more than one source; from all sources(players) in fact. This helps us where we need it the most; in SPvP even though players can burst more than once per battle the average of players will only have 15 to 20 points in discipline and only be attacked by 1 or 2 players at a time. I don’t believe this healing should benefit from healing power but it’s up to the devs to decide that I suppose since healing power is fairly weak for warriors in my opinion. Also the healing effect should only take place when the adrenaline is actually spent.
Lets Recap.
1. It is versatile as warriors should be this caters to BOTH defensive and offensive playstyles.
2. It heavily promotes the much needed use of adrenaline and makes skills such as arcing slice worth using.
3. It gives us a defensive class mechanic half as good as protection, stealth, and clones.
4. It is most impactful in SPvP since most skirmishes consist of one or two players causing damage. It’s less impactful in WvW due to an overwhelming number damage sources and PvE champions hit harder than 3k.
5. It makes more sense for a warrior to get a thrill out of battle than to “cast” protection “Spell” and it helps our pitiful healing.
6. It’s also already in the class mechanic tree and fits with our survival through high health theme.
7. It requires minimal changes and no skill spliting
Please please please upvote and comment if you agree in order to get this viewed asap.
(edited by Anon.1248)