warrior and we’re the best class” Eugene
(edited by Warlord.9074)
First I’m going through weapon skills.
Great Sword.
100 Blades Increase Range to 240 It’s only fair, guards and reapers can both move let warriors have longer reach if we cant move.
Blade Trail add Blind condition.
Rush Increase speed a little.
Axe Main Hand
Increase the damage of Eviscerate by 10% Change the range from 300 to 450.
Buff Chop leave double and triple chop alone.
Throw Axe increase cripple to 8 seconds.
Axe Off Hand
Whirling Axe Reflect Projectiles same as dagger storm
Sword
Main Hand
Sever Artery 2 stacks of bleed.
Move Hamstring to the 2nd attack in the chain
Gash 1 second bleed and make it do more physical Dammage.
Mace
Main Hand Chain
Mace Smash no change
Mace bash add the weakness there.
Pulverize remove the weakness add a 1 sec daze. (entire Mace chain is so slow people need to be punished more.)
Mace Off Hand.
Tremor make it a 3 second knock down.
Long Bow
Arcing Arrow Increase damage
Fan of Fire Increase Base damage by 30% and Make it shoot 5 arrows instead of 3.
Hammer
Back Breaker Reduce Base Cool Down Add Small leap.
Staggering Blow Reduce Base Cool down
Hammer Shock Increase Range to 900
Fierce Blow Reduce cast Time
Hammer Attack Chain add vulnerability.
Rifle
Please add Piercing baseline.
warhorn
Charge and Call to Arms both clear 1 condition each baseline. 2 each If traited. Since you removed its ability to convert conditions to boons then put the trait in the same tier of leg specialist makes it an nonviable weapon now.
(edited by Warlord.9074)
Reserved 15 char*
Traits
Fast Hands needs to be Baseline
Defense
Since warriors are going to be stuck taking this trait line for PVP
Thick Skin
Conditions when Above 90% are 50% less effective.
Dogged March
Buff the the Regen
strength
Relocate Distracting Strikes to Grand master Arms
Building Momentum Buff
Axe Mastery 300 ferocity Reduce Cool Down of Axe Skills
Arms
Relocate Burst Precision to Grand master Strength
Tactics
Vigorous shouts revert them back to healing 1800 Baseline and reduce healing powers effectiveness so that max healing power only makes them heal for like 2k.
Discipline
Inspiring battle standard. Please add banner cool down to the trait.
Casting a banner now damages targets but please make the damage good and worth it. Like Throwing Battle Standard does 5k damage each to 5 targets.
(edited by Warlord.9074)
Eviscerate leap should be little faster and not affected by “chill & cripple”.
@Axe Off Hand
-“Whirling Axe Reflect Projectiles same as dagger storm” +1, I still don’t get after 3y that … this isn’t even an option via the traits… lol
-For Dual Strike, make it a grab/pull skill? As if the 2nd Axe was a chained one. You throw your chained Axe and it pulls the enemy toward you and does a second strike with the main hand weapon (cuz, why not, =Dual strike? xD). It’s an idea that would make interesting Off hand axe, because we surely need more tools.
Bumping this because I feel like that I had some good ideas and they were overlooked.
There are way to many requested changes to warrior to make them viable. that’s a good sign that they need a complete rework.
Its a lot of changes I know an plan on adding more. Hopefully we can get at least one of them.
Its a lot of changes I know an plan on adding more. Hopefully we can get at least one of them.
Can Rush have a knockdown or stun if it hits? Maybe a “float”.
Its a lot of changes I know an plan on adding more. Hopefully we can get at least one of them.
Can Rush have a knockdown or stun if it hits? Maybe a “float”.
Not a bad idea actually. The arc of the hit from the Rush attack aims upward like an uppercut so the brief float would be perfect. Like a launch perhaps but on the spot.
Rifle
Please add Piercing baseline.
Taking a trait for this seems fine. Maybe add a small damage increase on the trait. Should add an unblockable effect to Killshot though.
Reserved 15 char*
Thick Skin
Invulnerable to Conditions when Above 90% Add Passive resistance Above 90%
This won’t ever happen; it’s way too strong for a minor trait. Elementalists’ have to choose this as their Grandmaster trait. Maybe gain protection when brought below a certain threshold or just increase the threshold of it to 75%.
Spiked Armor also needs to be reworked. Protection needs to be added to this trait (same duration as the retaliation).
Warriors have too little access to protection. It’s pretty stupid.
Also, I think Cleansing Ire needs to be reworked. The adrenaline gain when struck should be baselined and taken off of cleansing ire. However, conditions should be removed whenever you lose adrenaline bars instead of having to make contact. Warriors are punished too heavily for using their burst skills.
Baseline Fast Hands. Replace it with “Burst skills heal you based on the percentage of adrenaline”. Should work like cleansing ire, where you don’t need to make contact.
Powerful Synergy should apply to ALL finishers.
Burning Arrows minor trait should be moved to the Arms line. Remove Unsuspecting Foe (It’s a pretty useless trait).
Move Inspiring Banners to the Tactics line.
Rework Peak Performance. It should enhance physical abilities by a %. That means all parts of the abilities are enhanced; such as the knockdown duration of bull’s charge. Reduce it’s effectiveness to 10,15,20.
Blood Reckoning should become passive. Gaining health based off a percentage of the damage dealt. Similar to the signet heal for Elementalists.
Defiant Stance should have no cast time. Also, conditions currently applied to you should heal you.
Mending should heal more based on the number of conditions that are removed. Mending should be considered a physical skill.
To The Limit get rid of that weird 25 endurance gain for allies. The base heal for it should be applied to all allies. Too weak to be a self heal. Needs to be a group heal.
(edited by Syde.5961)
I think these are all fair requests except for maybe the Greatsword ones. I don’t feel greatsword needs any ‘buffs’ to make it more viable. The 5th ability definitely needs less glitchy aim though….and it could fair to be a bit faster like you suggested.
Oh and with rifle piercing I think it’s fine either as a trait or baseline ability. But if it remains a trait I think it would be cool if it gave each rifle shot a % chance (5-25% probably) of being unblockable.
If I could choose only one it would be to make fasthands baseline for all warriors like you and others have suggested….I think that would make everyone happy and give everyone’s warrior build/playstyle a much needed boost.
(edited by Cerby.1069)
I think the GS buff are fair because they nerfed GS so all of the damage was located on the final hit and you never land the final hit in PVP. Oh how soon has players forgot.
some of these changes looks great. but guys, lets face it. Anet is not gonna bother with all these changes. if they did they had to practically rework the whole warrior profession…
i’ll be happy if they could just baseline fast hand and warrior sprint but…
some of these changes looks great. but guys, lets face it. Anet is not gonna bother with all these changes. if they did they had to practically rework the whole warrior profession…
i’ll be happy if they could just baseline fast hand and warrior sprint but…
Before the trait changes Mesmers got to the point where all they were asking for (aside from bug fixes) were either IP baseline, DE baseline, or possibly both. That was the best possible change/outcome they could see.
Then Mesmer got an entire rework and while it was mind opening for Mesmers, everyone else thought it was insane.
Not long after we get HoT, and while Mesmer got Chrono, they got kicked back to the curb hard in the face of the Rev and new Elite specs. Many of the new and newly adjusted features were pretty much made redundant and/or not worth taking/nonviable.
So Yeah, if Robert Gee is still working on War (could be on vacation for all we know), and he’s plugged in to the feedback, and the internal testers are doing their job like they did with Mesmer, then it’s likely War will get an overhaul. Failing that, Fast Hands baseline like every warrior and his dog wants :p
Powerful synergy is a pretty weak grand master.
Combine minor and master minor tactics traits into 1 single minor trait Put Powerful synergy as a minor trait then. Give us something worthy of a grandmster trait.
When can leap finishers compet with PS or shouts. The sad thing is you nerfed shouts so badly its barely better.
Well a warrior is viable as a +1 in sPvP… Just saying…
Well a warrior is viable as a +1 in sPvP… Just saying…
Yeah, +1 for the enemy team maybe.
Well a warrior is viable as a +1 in sPvP… Just saying…
Yeah, +1 for the enemy team maybe.
Rofl, I have this vid I’m going to upload from last night. At the start one of my teammates is trash talking saying things like “I have a feeling this warrior is going to get rekt.”
I didnt go down any more than the rest of my team, finished top score (I know, doesnt necessarily mean much but w/e), and got to do my job effectively which was the pivotal role of removing enemies from the map.
So yeah, I always find those comments funny.
At the end I asked the dude if he were happy. He said “No”, :P (We won btw)
The problem with warrior is that in top competitive level, any warrior build you can think of, there’s a class that will do it better, so no point in taking a warrior.
The problem with warrior is that in top competitive level, any warrior build you can think of, there’s a class that will do it better, so no point in taking a warrior.
Truer words has never been spoken
The problem with warrior is that in top competitive level, any warrior build you can think of, there’s a class that will do it better, so no point in taking a warrior.
Good thing only 20 people play it?
Looking at the OP’s suggestion I’m seeing a lot of changes to increase damage and I really don’t think that would do any good. Warriors can already bring eye-watering damage, but they can’t match the sustain and utility that other professions bring at the same time. More damage would just push the class into being a low-tier hero, similar to turrent engis of the past, dragonhunters now, and as thieves have often been (except their roaming made them good in tournaments too). Good opponents can easily shut down and avoid big damage.
So, there’s two ways to look at it and the solution may really be a hybrid of the two:
1 – Add more condi cleanse/boon support – This would be bringing back shoutbow or something like shoutbow. While this could make warriors viable, it would also reinforce the current tanky bruiser meta and would likely just compete with already well-established roles that eles and scrappers fill. Undoing some of the nerfs or just all-around buffing tactics traits could likely pull this off.
2 – Improve warrior CC – This is more in the direction of bringing back hambow or something like hambow. Personally, I’d rather see this since heavy CC feels more like a warrior role than shoutbow (always felt like a bunker guard when I played that). Additionally, it would be a more unique shutdown-focused role. Part of this would involve reducing some of the cast times and tells of CC since it’s already so easy to avoid many heavy CC warrior skills like Stomp. The other way to buff this would be to put more damage back to hammer or mace since those weapons are now such a big loss on damage to use compared to greatsword or axe.
Of course, those of us who remember how OP hambow used to be will probably realize just how tricky it would be to get it right without just swinging the pendulum back to far in the other direction.
^ I only asked for more damage on one skill, most of what I asked for is utility and easier to land hits. Warriors main problem is they can’t stick to targets. In PVE thats not a problem bcuz targets just stand there.
(edited by Warlord.9074)
I wonder how long will we have to cry to get Fast Hands baseline. At this point, after 3 years, I think it’s pretty obvious all Warriors only take Discipline because of it…
I only ask for this for now, the class needs more changes but if they would day choose one change for yesterday and we will do it, this is the one!!
Warriors take discipline for 2 traits:
1) Fast hands obviously
2) Warrior’s sprint – Not only it provides the 25% boost which is must for warrs to be in melee range to be effective but also immob removal via movement skills.
Warriors take discipline for 2 traits:
1) Fast hands obviously
2) Warrior’s sprint – Not only it provides the 25% boost which is must for warrs to be in melee range to be effective but also immob removal via movement skills.
I take it for rifle trait, bonus adrenaline on swap, and bonus damage XD
Plenty of other benefits too.
I take it for adrin and might on swap also. You are forgetting heighten focus? Plenty of other traits in dis that makes it mandatory. Heighten focus is arguably more mandatory now after the adrin decay nerf.
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