Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]
(First off, don’t flame it, it is just an idea, people have them, it is the product of having a mind)
And I’m not sure why this came to mind but I was thinking of some ways to try and change up warrior play a little bit and came to a strange change to adrenaline.
Basically…remove burst skills, and alter the current state of the adrenaline bar.
Something along the lines of the adrenaline bar giving a small passive buff to you per adrenaline level (part 1) + changes your skills slightly (part 2)
Adrenaline would be gained by taking and dealing damage, but would not be retained like it currently does (it would constantly degenerate, instead of staying at a static number for 20 seconds or w/e before decreasing) meaning, being in the thick of a battle would gain you adrenaline (makes sense?) that you use during THAT battle.
We already have traits that do something similar, adding regen for adrenaline, added crit chance, added damage etc. etc. and the minor passive you get would be similar.
(part 1) Perhaps each bar you gain (this is an example) gives you -5% stun/daze/knockdown duration, +3% damage, and +2% critical chance (so with max adrenaline: -15% CC durations, +9% damage, 6% crit chance) Maybe even throw in some -% time for weapon swaps to keep things interesting.
(part 2) The other addition from this would slightly effect your skills based on the amount of adrenaline you have (burst skills already do this, but there really is no difference between rank 1-3 other than duration or damage of something)
This would be just like the current “combo” skills we have as the first skill for each weapon, but slightly modified, and effecting only the other weapon skills (not the combo skills)
Mace skill 2: (counterblow)
No Adrenaline: Block the next attack, counter with an attack if you are within melee range, gain adrenaline if not attacked.
1 Bar Adrenaline: Bonus: Reflect the attack if it is a projectile
2 Bars Adrenaline: Bonus: Add blindness if you block a melee attack, Add confusion if you block a projectile.
Full Adrenaline: Knock down your foe ( 1 second) if you block a melee attack, splinters if blocking a projectile bleeding all nearby foes.
Note: these are all separate effects, so you only get the bonus of how much adrenaline you have, not the lower tiers.
Also using a skill with max adrenaline will remove 1 bar of adrenaline.
But with a new adrenaline gain system, you can control the amount of you have better, since it would degen rather quickly and is gained when hitting with attacks and taking damage (perhaps not even the latter)
But as I said at the start, it is just an idea, we need more of them floating around, any ideas regardless of how good or bad they are can result in progress, even if indirectly.
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