https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Warriors need a lot of help!
Here is my idea for the warrior, you must constantly be fighting and using your adrenaline, the longer you fight the stronger you get, you start off slow and get stronger!
Brawn: 2% Chance to gain a strike of adrenaline per hit. (up to 60%.)
F2: Indomitable Burn a bar of Adrenaline, convert a condition into a boon.
F3: Shield of Rage Burn two bars of Adrenaline, gain 10% damage reduction from all sources for 20 seconds, Stacks up to three times.
When you use it once it gives you 10% for 20 seconds, when you use it again it gives you 20% for 20 seconds, when you use it again it gives you 30%, then when you use it again it gives you 30%, but just refreshes the duration. If you don’t keep it up it goes back to 10% and you have to start all over again.
F4: Fearless Dash Burn all three bars of adrenaline and charge your foe, become immune to conditions for a short duration.
Damage: 409
Condition Immunity: 2 s
Combo Finisher: Leap
Range: 1,000
Adrenaline Traits:
Heightened Focus : After you use an adrenaline skill, Gain 5% critical damage for 10-15 seconds. Stacks three times. If you get another one after three, it simply refreshes the first one’s duration.
Berserker’s Power : After you use an adrenaline skill, Gain 5% base damage for 10-15 seconds. Stacks three times. If you get another one after three, it simply refreshes the first one’s duration.
Adrenal Health : After you use an adrenaline skill, Heal for 125 (0.05*HP) every second for 10-15 seconds. Stacks three times. If you get another one after three, it simply refreshes the first one’s duration.
LOVED THIS IDEA!
Stomp becoming like:
http://www.wowhead.com/spell=6544/heroic-leap
Target the ground and come in smashing everyone! 40 second cool-down!
Hammer 4 becoming some kind of blocking attack that lets you move.
(edited by Daecollo.9578)
We had a lot of fun today. I really loved the idea of Burst skills being both offensive and defensive. So you have some options as to what you want to do.
Yeah, I loved that idea. It would bring more unique gameplay. However we should have significant defense if its going to take all three bars to make a difference.
Also burst % would need to be changed. Defensive Skills would not benefit from extra damage.
Would love more F skills. :> And more reason to use adrenaline.
Warriors should get stronger the longer they fight, IMO
A long time ago i put on the suggestions that weapons should have a defensive adrenaline skill in F2 that will change depending on the weapon you have equiped, that will improve the gameplay a lot and survivality, in F3 and F4 it will be great to have some fixed skills like the shatters of the mesmer, because right now like everyone said, you dont have many ways to expend adrenaline, and sometimes its better to not expend it for the bonus that you gain for having 3 bars full, but other times it refills to quickly and you have your 2 F1 skills in cd.
A long time ago i put on the suggestions that weapons should have a defensive adrenaline skill in F2 that will change depending on the weapon you have equiped, that will improve the gameplay a lot and survivality, in F3 and F4 it will be great to have some fixed skills like the shatters of the mesmer, because right now like everyone said, you dont have many ways to expend adrenaline, and sometimes its better to not expend it for the bonus that you gain for having 3 bars full, but other times it refills to quickly and you have your 2 F1 skills in cd.
We don’t need anymore classes to have f1-4 abilities, we are talking about simply having the option between using one or a second ability to use your adrenaline
I completely agree with Bas on this one, having more then 2 simply overcomplicates things, however I also think we need more survivability traits as well. 3% or 30% damage won’t help with defensive traits either, so brawn would need reworked.
So you are saying me that my argument is bad, but you in the suggestion put f2-f4 skills… so, how about beign coherent?.
There is some differences but the general idea is the same.
4 “F” buttons would be just overkill for us as a class.
Offensive + Defensive one would be a nice.
Or just fix the few F1 abilities that are just plain awful on Warrior atm.
I agree with the idea that adrenaline should overall be centered on its tactical use rather than being kept for the bonuses that it gives. And the idea that we should have more options on how it is used to allow for skilled and rewarding gameplay.
As an additional idea to throw around there, not sure if you had already suggested it but for each weapon should have some sort of passive associated with it.
I.e if you use a hammer, you gain a 10%/20%/30% stun/knockdown duration decrease and if you use your adrenaline this passive doubles based on how much adrenaline you had when your F1 was used for like 5 seconds or something
Or if you use a greatsword you gain a 10%/20%/30% movement speed based on how much adrenaline you have and it doubles based on how much adrenaline you had when your F1 was used for again for something like 5 seconds.
However for as long as the doubling of the passive lasts, you do not gain the benefits of the original bonuses of built up adrenaline.
Offer a F2 that is based on your off hand weapon or a different burst ability for 2h weapons. Depending on the weapon for 2h attacks, one could be AoE while the other is single target.
GS - Hundred Blades - Move at reduced speed cleaving enemies within 200 range at "X" amount of damage (x8). Does not have a final blow. Evade attacks for 2 seconds while channeling.
Hammer - Devastate - Slam your opponent causing daze and chill for 3 seconds seconds. Doing "X" amount of damage. Single target. Duration of condition and damage vary per adrenaline (1/2/3 seconds).
Longbow - Exploding Arrow - Shoot your target with an arrow that causes burning for 5 seconds and exploding for "x" amount of damage when burning ends or cleansed. Target is then knocked down by blast. Does "x" amount of damage based on adrenaline.
Rifle - Covering Fire (I think someone mentioned this before and I liked the idea) - Fire a volley in a cone hitting all targets up to 900 range for "X" amount of damage. Damage stays consistent but each bar of adrenaline adds 300 range (300/600/900). 3 second channel. Causes crippling for 1 second per application.
A lot of great ideas float around the warrior forums, I can’t believe the Devs don’t realize they are sitting on a gold mine of innovative ways to make their game more fun for their customers. Obviously, they would have the final say.
Warriors need a lot of help!
Stomp becoming like:
http://www.wowhead.com/spell=6544/heroic-leap
Target the ground and come in smashing everyone! 40 second cool-down!Hammer 4 becoming some kind of blocking attack that lets you move.
Would love for a GTAoE attack that either dazes or causes crippling for a short duration with a 600 range.
I think warriors needs changes im basics mechanics.
All other classes have more than one way to use their proffesional mechanism, while Warriors has one single skill (burst).
Adrenaline are a fisical based concept that allow Warrior make adictional and skillful use of weapon, like weapon master.
Warrios, like true weapon masters, batlefield specialists and with trained and improved fisical body, should make beter use of this teorical conceptual features, but the actual mechanic does not allow.
My sugestion are 2:
(1) Do not change actual adrenaline mechanic, but allow warriors to use 3 weapons set like true weapon master unlike another professions that use 1 weapon set + kits/atunements, or 2 weapon set + another mechanism.
2) Do not change actual weapon set mechanic, but allow warriors to use 2 or 3 adictional mode of adrenaline utilization.
- weapon based (“Burst” skill. Cost 2 bars, 1 if traited)
- fisical body based (“Convert” adrenaline in health and endurance. Cost 2 bars, 1 if traited, and each adrenal bar equality 50% of endurance and 20% of health)
- orientational (Heat of batle. Dificulty = Will Strenth. Break stun and remove condition, cost 1 bar for condition)
Obs1: Adrenaline based skills shoud be named “Adrenal Skills” in trait discipline XI
Obs2: Warrior would only 2 andrenaline bars.
Obs3: Change Brawn of discipline trait line for aditional adrenaline bar (each 10 points in this line = 1 aditional bar) at max of 5 bars.
Is my first post and i don’t know speak english.
Sorry for some thing
Another idea i’ve had for awile for brawn.
Brawn
Skills and actions are 0.5% faster, per point spent.
This means with 30 trait points you are 15% faster.
I really don’t like the idea of having three weapon sets.. I think it would be overpowered
as well as very clunky to use. I love the idea in the OP though to have more than one
burst ability. Four abilities would be too much, but one offensive and one defensive
ability as mentioned would be awesome.
I think having brawn give +2% chance to get an adrenaline strike is also perfect.
it is a shame that the most popular tree has such a crappy secondary bonus. The most logical bonus would be faster adrenaline gain but given the multitude of traits that make adrenaline easy to fill and the simplicity of the mechanic (i.e, no secondary burst ability or other special effects) it wouldn’t make sense.
I would love to see a trait that heals us based on adrenaline spent. Healing 5% of your HP for 10-15 seconds is a little much however. You are basically healing 50-75% of your HP every 10 seconds.
Probably something like 2% of your HP for 3/6/9 seconds based on level of adrenaline when the burst skill was used. Or in keeping with the burst mentality you heal 5%/10%/15% of your health instantly when using a burst ability.
At 20K HP you heal 3,600 HP over 9 seconds. You cant forget that this is almost like having a perma 400 HP/s regen.
(edited by killahmayne.9518)
Sort of like an idea I suggested earlier?
https://forum-en.gw2archive.eu/forum/game/suggestions/Warrior-Trait-Suggestions/first#post2166551
Adrenal Sustain
Grandmaster, Arms Tree
Gain a small amount of health when you gain a strike of adrenaline.
Critical hits gain an extra strike of adrenaline.
((Health gained at level 80 could be like 45*0.01 Healing Power, of course I would like other traits, but this one would be the berserkerish healing one.))
An idea I just had to make Adrenaline more interesting is, what if Adrenaline gave the Warrior a 10% damage increase for 5 seconds every time he gained a bar of adrenaline, that stacks duration. Brawn would either increase the damage gained by up to 50% (1.66% per point bringing it to a total 15%) or would increase the duration by up to 60%. Or something to those effects. Giving Warrior reason to store Adrenaline and to burn Adrenaline
We don’t need more of a reason to hold adrenaline, its meant to be burned away. We should be able to actively choose what we want to burn it on too. I think this should become less of an easy-mode class.
We should have to be constantly burning our adrenaline and constantly fighting as well. We just don’t have any tools to do that atm.
Well, the reason I wanted to give reason to store is because of trait V in Strength and Discipline. This gives you reason to hold it but only for a short while then burn it. I think Burst skills should have some effect for using them too so it’s not just “Use this skill so I can start building a damage boost again”
Well, the reason I wanted to give reason to store is because of trait V in Strength and Discipline. This gives you reason to hold it but only for a short while then burn it. I think Burst skills should have some effect for using them too so it’s not just “Use this skill so I can start building a damage boost again”
The problem is you have to actively use the skills or pick them. So you would have to make a sacrifice. Its like stances, you have to pick the proper stance.
I don’t understand what you’re saying. You said that we should have to constantly burn adrenaline then say the problem is we have to actively use them or.. pick them?
We don’t need more of a reason to hold adrenaline, its meant to be burned away. We should be able to actively choose what we want to burn it on too. I think this should become less of an easy-mode class.
We should have to be constantly burning our adrenaline and constantly fighting as well. We just don’t have any tools to do that atm.
I don’t agree with the notion that it “should” be burned away. I don’t really see anything wrong with having a spec that is designed to build adrenaline to gain passive bonuses and then sit on it to maintain them. That fits along with the statement you made above whereby you felt that warriors should become more powerful the longer the fight went on (albeit it usually doesn’t take THAT long to build full adrenaline). These sort of specs have the option to burn the adrenaline for a burst attack by foregoing the passive benefits. In that regard, it kind of works like signets, although it’s not as simplistic as signets are.
I think it’s fair to say that there should be more support for specs that want to constantly burn adrenaline since some of the options for such specs are underwhelming (i.e. arcing blade), but I don’t think pigeonholing the class the other way will be beneficial in the long run. It would be nice to preserve some current mechanics as much as possible while also opening new opportunities.
As far as choosing how to spend the adrenaline, I don’t think the answer is more F-skills or anything like that. Trait changes could probably accommodate that, although retooling the burst skills could work too. They’re all built along the same design philosophy where they have the same effect at every adrenaline level, but it just becomes incrementally more powerful with more adrenaline. Perhaps if they made them more powerful at lower adrenaline levels, but offered unique utility in the higher levels, that could encourage people to burst more often. They could be sure they’ll get a decent effect at lower levels, but can decide to save up for the utility on the higher levels if they need it.
One of the things I notice in my play is that I generally won’t burst until I’ve maxed my adrenaline, due to the fact that the burst skills get more powerful at those levels. A simple thing they could do is reduce the cooldown on the burst skills if you burst at lower adrenaline levels (i.e. 5 at first, 7 at second, 10 at third without CD reduction trait). It’s possible some of them might get a bit abusable in their current form if they did that, so they might have to modify the functionality slightly, but that would present some kind of actual tradeoff. Right now, it’s a 10 second flat CD despite adrenaline level, so it’s a bit hard for me to find an incentive to burst before getting three full bars, particularly since I use a “sit-on-my-adrenaline” spec and can work a 10s CD into my normal skill chains (unless it’s an emergency and I really need to use it).
We don’t need more of a reason to hold adrenaline, its meant to be burned away. We should be able to actively choose what we want to burn it on too. I think this should become less of an easy-mode class.
We should have to be constantly burning our adrenaline and constantly fighting as well. We just don’t have any tools to do that atm.
I don’t agree with the notion that it “should” be burned away. I don’t really see anything wrong with having a spec that is designed to build adrenaline to gain passive bonuses and then sit on it to maintain them. That fits along with the statement you made above whereby you felt that warriors should become more powerful the longer the fight went on (albeit it usually doesn’t take THAT long to build full adrenaline). These sort of specs have the option to burn the adrenaline for a burst attack by foregoing the passive benefits. In that regard, it kind of works like signets, although it’s not as simplistic as signets are.
I think it’s fair to say that there should be more support for specs that want to constantly burn adrenaline since some of the options for such specs are underwhelming (i.e. arcing blade), but I don’t think pigeonholing the class the other way will be beneficial in the long run. It would be nice to preserve some current mechanics as much as possible while also opening new opportunities.
As far as choosing how to spend the adrenaline, I don’t think the answer is more F-skills or anything like that. Trait changes could probably accommodate that, although retooling the burst skills could work too. They’re all built along the same design philosophy where they have the same effect at every adrenaline level, but it just becomes incrementally more powerful with more adrenaline. Perhaps if they made them more powerful at lower adrenaline levels, but offered unique utility in the higher levels, that could encourage people to burst more often. They could be sure they’ll get a decent effect at lower levels, but can decide to save up for the utility on the higher levels if they need it.
One of the things I notice in my play is that I generally won’t burst until I’ve maxed my adrenaline, due to the fact that the burst skills get more powerful at those levels. A simple thing they could do is reduce the cooldown on the burst skills if you burst at lower adrenaline levels (i.e. 5 at first, 7 at second, 10 at third without CD reduction trait). It’s possible some of them might get a bit abusable in their current form if they did that, so they might have to modify the functionality slightly, but that would present some kind of actual tradeoff. Right now, it’s a 10 second flat CD despite adrenaline level, so it’s a bit hard for me to find an incentive to burst before getting three full bars, particularly since I use a “sit-on-my-adrenaline” spec and can work a 10s CD into my normal skill chains (unless it’s an emergency and I really need to use it).
Some very good ideas, there, but i still want another at least 1 more F2 skill to be defensive that switches depending on weapons.
And there should be an option to those who want to burst like mad and those who want to maintain their adrenaline, but with the changes you suggested that like i said are very good, people will start to burn adrenaline a lot.
but wouldnt it bring down what warriors have now. i mean 12% damage constant and 9% crit chance constant is better for sure right, and by stack three times you mean the duration or the effect?
and also ever consider rework some weapon skills for better utilities for better sustain. or hell even replace banner or rework banner.
(edited by Lighter.5631)
Every time you get a burst skill, you get 5% for 10 seconds, so you could have more then 12%, (15%) however the trade off is it comes slower, and you must use your skills constantly to keep that effect, if you linger or disengage, you lose it.
It favors more active combat is all, I just feel that the warrior is way to easy to play compared to the other classes, giving it something like stances other games have will make it up-to-par. However it will still be a very basic class, just be a little harder to play.
I just don’t like getting traits that help me more when i’m lazy, it just doesn’t make sense to me.
(edited by Daecollo.9578)
In my opinion, adrenaline should just have basic passive effects like health regen / dmg or condi reduction / whatever tied to it that get stronger the more adrenaline you have build up. Like, think of Adrenal Health as baseline but stronger at higher levels of adrenaline.
This would fit thematically as you’d expect a warrior to become a bigger threat the more “fired up” he is. Use of burst skills would became more interesting: do you use your burst and risk a glorious death or sacrifice damage and control in favor of keeping your self alive.
It would be a less complicated and an easier to balance improvement than say, extra burst skills. It could also add to build variety since traits and utility skills that buff adrenaline gain would actually become worthwhile.
In my opinion, adrenaline should just have basic passive effects like health regen / dmg or condi reduction / whatever tied to it that get stronger the more adrenaline you have build up. Like, think of Adrenal Health as baseline but stronger at higher levels of adrenaline.
This would fit thematically as you’d expect a warrior to become a bigger threat the more “fired up” he is. Use of burst skills would became more interesting: do you use your burst and risk a glorious death or sacrifice damage and control in favor of keeping your self alive.
It would be a less complicated and an easier to balance improvement than say, extra burst skills. It could also add to build variety since traits and utility skills that buff adrenaline gain would actually become worthwhile.
Actually it would be ridiculously overpowered and boring to play. Passive skills that scale based on adrenaline are boring and are not skill based at all. You could essentially keep up permanent skills since adrenaline is so easy to build. You need to have an active skills to keep the class from being beaten silly. This is why I really like two burst skills.
I also like the idea of changing physcal skills and/or stances to have a small effect that builds adrenaline.
I think Brawn should reduce the CD of Burst skills for each point spent in it sort of like the Elementalist tree. It would make it a more active skill decision now. It would help builds that want to spend adrenaline.
In my opinion, adrenaline should just have basic passive effects like health regen / dmg or condi reduction / whatever tied to it that get stronger the more adrenaline you have build up. Like, think of Adrenal Health as baseline but stronger at higher levels of adrenaline.
This would fit thematically as you’d expect a warrior to become a bigger threat the more “fired up” he is. Use of burst skills would became more interesting: do you use your burst and risk a glorious death or sacrifice damage and control in favor of keeping your self alive.
It would be a less complicated and an easier to balance improvement than say, extra burst skills. It could also add to build variety since traits and utility skills that buff adrenaline gain would actually become worthwhile.
Bad ideas.
will be there a warrior buff in near future? its so annoying to lose against all semigood bunker rangers,mesmer and bunkermages…..
Warriors will have their revenge…
hehe i hope so and imagine we will get our revenge not in the downstate
I hope this patch changes things dramatically for Warriors…
I want to be up to my knees in Mesmer, Thief and Guardian blood after this. :P
I hope this patch changes things dramatically for Warriors…
I want to be up to my knees in Mesmer, Thief and Guardian blood after this. :P
Instead of on your knees in front of them right :P?
Moving Hundred Blades to the burst skill and making arcing slice the ‘3’ ability, moving whirlwind down to the ‘2’ ability.
I’ve suggested this in a separate thread but I suppose I’ll post it here for consolidation’s sake.
Whirlwind Axe: add “reflect projectile” action to the cast.
I’ve suggested this in a separate thread but I suppose I’ll post it here for consolidation’s sake.
Whirlwind Axe: add “reflect projectile” action to the cast.
Its fine as it is… you want to block damage use a shield, and let it be.
What is like to be on the other side of the argument?
Here’s what I’d like to see for adrenaline changes:
Arcing Slice
Berserker’s Power
Increased damage based on how much adrenaline you have used.
In this manner, using a burst skill at stage 1 3 times would stack the buff 3 times but for 10 seconds after the last use. Using the burst skill at full adrenaline would give you all 3 stacks at once for all 3 durations at once. Bursting at any stage below 3 while the duration is still longer than the stage grants would not refresh the 3rd stage duration.
In other words, if I burst at stage 3 and gain 15% damage for 30 seconds, then 10 seconds later burst at stage 1 or 2, I would see no change to the buff. It would continue to count down at 20 seconds.
Heightened Focus would end up using the same mechanic.
You may get away with something like this for Adrenal Health, although it is a minor trait and less likely to be changed.
I’d love to see more burst abilities, after all warriors are meant to be weapon masters. Here are some of my ideas:
Shield F2: Wall of Sacrafice
Block incomming attacks for up to three allies. After effects fade, you are inflicted with vulnerability and weakness. Effects increase with adrenaline.
Radius: 240
Warhorn F2: Deafening Blast
Daze your foes with a deafening blast from your warhorn. Effects increase with adrenaline.
Radius: 600
Combo Finisher: Blast
Greatsword F2: Bite the Dust (or F1 replacement)
Slash the ground toward your foes, blinding them. Deal damage to close enemies. Effects increase with adrenaline.
Radius: 400
Range: 130
Combo Finisher: Whirl
Healing Signet:
Passive: Remove a condition every 10 seconds.
Active: Heal yourself for 3,275?. Gain regeneration for 5 seconds.
20 sec cooldown.
Mending:
Heal yourself for 5,680?. Remove 1 condition every second for 3 seconds.
25 sec cooldown.
Healing Surge:
Heal yourself for 7,240? and grant regeneration to allies. Gain all adrenaline. Regeneration duration is effected by your current adrenaline level. 30 second cooldown.
Radius: 600
(edited by Feed.4531)
I would go for that, if Healing Signet was a Utility slot. Currently Guardian heal is 2x better, especially if traited up.
F2 Shield sounds like AOE Aegis, except a lot worse with the changes coming to weakness. (since it only blocks 3 attacks, it will be OP in PvE/UP in PvP) We are not trying to be Psedo Guardians.
Healing Surge sounds better then Healing Signet in almost every way. However it is just a crappy version of Hide in Shadows, except it doesn’t stealth you and cure all conditions. Maybe if it cured 3 conditions, gave 6 seconds of protection.
(edited by Daecollo.9578)
Make warhorn #4 an instant so it can counter fear when traited
Warhorn skills needs be reworker.
Warhorn are used for Warriors, Rangers and Necronaces, and bettwen 3 professions, warrior are the only that no gives damage, no summon…
I think all efect of warhorn #5 needs be mixed to warhorn #4, the skill name continue being charge, and the cool down and range continue being of the actual warhorn #4.
Warhonr #5 would a new skill that deals AoE dmg and induce daze or fear (same efect of “fear me”) on foes.
The utility skill “Fear Me!” would as adictional efect cancel all boons and inflict confusion for 10s (this reward the long cool down)
I would go for that, if Healing Signet was a Utility slot. Currently Guardian heal is 2x better, especially if traited up.
F2 Shield sounds like AOE Aegis, except a lot worse with the changes coming to weakness. (since it only blocks 3 attacks, it will be OP in PvE/UP in PvP) We are not trying to be Psedo Guardians.
Healing Surge sounds better then Healing Signet in almost every way. However it is just a crappy version of Hide in Shadows, except it doesn’t stealth you and cure all conditions. Maybe if it cured 3 conditions, gave 6 seconds of protection.
Not necessarily, if you trait into Signet Mastery you reduce the cooldown to 15 seconds and gear your equipment with regeneration duration runes you could potentially have regen for over 10 seconds.
Maybe if it cured a condition every 8 seconds it might bring it more on par with the other healing abilities. Don’t forget that Healing Surge doesn’t have a condition removal at all, meaning you would still have to pick a utility slot for a condition removal.
I’d just like to see more utility in the defence department for Warrior. ATM we have 1 defensive ability with shield, and it’s on a long cool down, even when traiting into shields. Either give us higher base vitaility so we really do have a “durable body”, or some more defensive capabilities.
Sure we have alot of CC abilities but with no way of stripping boons effectively we become useless for the duration.
A short duration AoE defense ability with penalties if spammed would be balanced. Guardians will always be better at defending with non-stop Protection and Aegis etc, but give warriors something for more diversity.
Warhorn skills needs be reworker.
Warhorn are used for Warriors, Rangers and Necronaces, and bettwen 3 professions, warrior are the only that no gives damage, no summon…
I think all efect of warhorn #5 needs be mixed to warhorn #4, the skill name continue being charge, and the cool down and range continue being of the actual warhorn #4.
Warhonr #5 would a new skill that deals AoE dmg and induce daze or fear (same efect of “fear me”) on foes.The utility skill “Fear Me!” would as adictional efect cancel all boons and inflict confusion for 10s (this reward the long cool down)
Well with my idea having a daze on a 10 second CD (8 if traited) would really help with CC for interrupting stomps and survivability for group encounters. We already do alot of damage, I don’t agree that it’s necessary to have a damaging ability on warhorn. Here’s what I’d do to Charge
Charge:
Grant swiftness and fury to yourself and allies, while curing chilled, crippled and immobilize.
Swiftness: 10 sec
Fury: 6 sec
Cures Crippled
Cures Immobilized
Cures Chilled
So you’re still improving DPS in a sense, while not actually doing damage from the ability.
yeah.. so basicly the ‘6’ ability is now as good as guardians 10 point trait.
Rerolls.
Sorry bro…
Warhorn skills needs be reworker.
Warhorn are used for Warriors, Rangers and Necronaces, and bettwen 3 professions, warrior are the only that no gives damage, no summon…
I think all efect of warhorn #5 needs be mixed to warhorn #4, the skill name continue being charge, and the cool down and range continue being of the actual warhorn #4.
Warhonr #5 would a new skill that deals AoE dmg and induce daze or fear (same efect of “fear me”) on foes.The utility skill “Fear Me!” would as adictional efect cancel all boons and inflict confusion for 10s (this reward the long cool down)
Well with my idea having a daze on a 10 second CD (8 if traited) would really help with CC for interrupting stomps and survivability for group encounters. We already do alot of damage, I don’t agree that it’s necessary to have a damaging ability on warhorn. Here’s what I’d do to Charge
Charge:
Grant swiftness and fury to yourself and allies, while curing chilled, crippled and immobilize.Swiftness: 10 sec
Fury: 6 sec
Cures Crippled
Cures Immobilized
Cures ChilledSo you’re still improving DPS in a sense, while not actually doing damage from the ability.
This is a good idea, but i think 10s vigor are beter fury. We have “For Great Justice” and “Signet of Rage” for permanent fury. 10s vigor + singet of stamina (i think this signet needs stack with vigor for 1 evade every 4s instead 5s in vigor efect) grant some survivability for equality with several resources in others classes.
Here some sugestions for some skills:
obs¹ – The goal are make warrior not dependent of gears, and make him viable in sPVP and tPVP
obs² – Its for free choice, if Anet are interested…
- “For Great Justice!” -> Grant might, fury and vigor for yourself and allies.
- “On My Mark!” -> Induce vulnerability, weakness and confusion in foes
- “Shake It Off!” -> Remove 3 conditions of yourself and allies
- “Fear Me!” -> Remove all boons and induce fear in foes (could reduce cool down of this skill to 60s).
- Signet of Might -> Passive its ok. But active umblockable could last 5s without limit of atacks.
- Signet of Dolyak -> Passive its ok. But active skill could be 5s invulnerability.
- Signet of Stamina -> Passive skill needs stack with vigor like Signet of Air and others Signets that increase 25% mov spd and gives Thieves and and another classes speed of light in front us. Active skill could convert all conditions in boons.
- Signet of Fury -> Passive efect coud be changed to -20% duration of incoming condictions. Active efect could be the same, reffil all adrenaline.
obs: The name of signet could be changed to “will” or another for Anet choice
- Berserker Stance -> Increase dmg in 20% for 8s. Cool down continue 25s.
- Endure Pain -> Reduce incoming dmg in 20% for 8s. Cool down change for 30s.
- Balance Stance -> Unshakeable (not stabilit) for 8s. Cool down continue 40s.
- Frenzy -> Frenzy and quikness for 8s. Cool down continue 60s.
For now is this. Later i see the Baners.
I hope Anet consider
all i ask is just be able to actually do damage on bm rangers. and not like they afk there let me hit them and do no damage at all.
Make warhorn #4 an instant so it can counter fear when traited
Engg used to be able to do this with kit refinement and elixir gun, but they took it away partially for that reason (there were other reasons too, of course).
all i ask is just be able to actually do damage on bm rangers. and not like they afk there let me hit them and do no damage at all.
I heard from a guildie that they’re going to be nerfing the regen tank rangers since they don’t feel they’re supposed to be doing that, but I’m not sure what the actual source of information is. But it’s possible that your wish is in the works already.
I’d be surprised if dolyak signet doesn’t get a stun break. But I’m definitely looking forward to any healing skill buffs, even if it’s just cooldown reductions.
I like your suggestions a lot, but not f3 that much. I’d found it better if it would be -20% dmg for 5-7 seconds or something like that. It can be easily abused if you put a duration of 20 seconds, which even stacks up. That can turn into unkillable warrior while doing 10k evis’ and 3k autoattacks.
(It’s just my opinion, as I played 4 months warrior with about 2.5k games)
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