Strength Traits:
Strength is now one of the weaker warrior trait line as our trait points are better spent on traits that provide warriors with the proper utilities. Merging or replacing the lackluster traits would be the best route to go, but for this thread I will try to improve on them instead. Adding effects that deal with conditions and adrenaline usage in theme of warrior’s “strength” would be ideal.
Death from Above
-Nothing to add. The trait has its uses.
Restorative Strength:
Using a heal skill removes crippled, chilled, immobilize, and weakness.
When a heal skill is used, gain the following based on the bars of adrenaline when activated:
1 bars of Adrenaline: 3 seconds of vigor.
2 bars of Adrenaline: 5 seconds of vigor
3 bars of Adrenaline: 7 seconds of vigor
-This skill could benefit from being linked to a warrior’s adrenaline level.
Great Fortitude:
10% of power is given as a bonus to vitality.
-This trait doesn’t really offer much and could be replaced with something better. Changing the 5% to 7-10% could be of some interest as warriors need every little bit of health they have.
Powerful Banners:
Banners do damage and knockback when summoned.
Recharge banners if adrenaline is full and after a foe dies within 300 range; 95s Cooldown. Does not recharge Battle Standard. Activating the recharged banner removes any active banner (Can’t have more than one of the same type).
-Even as one of the worst warrior traits, I feel that it could still do something if we pushed its theme further. A knockback effect along with it’s damage would give it extra utility outside of regular banner usage. Adding a recharge function to banners may not fix its flaws, but may allow for some usage.
Short Temper:
Gain 2 stacks of might for 5 seconds and 1 strike of adrenaline each time you are blocked.
When an inflicted blind ends from causing an attack to miss, gain blind immunity for 5 seconds. X sec cooldown.
Gain fury for 5 seconds when weakened. X sec cooldown.
-This is one of those conditional trait that does not offer much for warriors needs. If we are to add some more conditional or condition removal/ignoring effects, we can probably see some viability in this depending on the meta.
Dual Wielding:
-Nothing to add. The trait has its uses.
Physical Training:
Physical utility skills do 100% more damage and recharge 20% faster.
Physical skills break stun.
-I find this a very interesting trait, but like others we can’t afford to sacrifice our stability/stun break/condition removal for improved cc. If stun breaks via traits were given to physical skills, the lesser used physical skills could see some usage in some player’s slots.
Distracting Strikes (Renamed to Bully):
Apply confusion when you interrupt a foe. (5 stacks at 8 seconds)
Damage is increased by 5% to foes with 10 or more stacks of confusion.
-Distracting strikes takes up an important major trait slot for improving the strength line. This skill needs to be improved enough that it should be able to supplement builds with the adequate amount of CC but lacking the condition damage. Since warriors are not really good at covering their conditions this can be removed rather easily…
Axe Mastery:
-Nothing to add. The trait has its uses.
Slashing Power:
-Nothing to add. The trait has its uses.
Berserker’s Power
-Nothing to add. The trait has its uses.
Berserker’s Might (Renamed to Berserker’s Rage)
Generate three strikes of adrenaline every three seconds while in combat.
Burst skills grant swiftness for 5 seconds if it hits and breaks stun on activation.
All Burst skills lose all adrenaline on misses.
-These changes should make this skill more interesting, as this introduces a riskier play style. 1 bar burst may be used more often due to the stun break capabilities.