(edited by Hugh The Great.9367)
Suggestion: Reduce Stance Recharge 60 secs
Stance cool downs are pretty good. You got Balanced Stance at 40 seconds, for 8 seconds of stability, 10 if traited. Thats 20-25% up time just with that. Also Swiftness.
Berserker’s Stance is incredibly powerful, 8-10 seconds of no condition worry at all. It’s basically a 2X Endure Pain against Condition builds but has to be put up prematurely.
Endure Pain is a 4-5 direct damage negator. Now, it doesn’t give complete invulnerability like other skills like it, but it has a shorter cool down than them and lasts longer.
Frenzy, like other Quickness skills has a pretty long cool down. Still, it can be a 6 or 8 second 50% damage boost. You take 25% more damage as a trade-off, speeding the fight up for you by 50% but only speeding it up by 25% for your foes. 60 second cool down isn’t unreasonable. While Ranger’s Quickening Zephyr can be reduced to 48 seconds, and Engineer’s Elixir U to 40 seconds, they don’t have as much damage as a Warrior. Maybe it could be reduced by 5 seconds but I think it’s fine
Second this, their base cd is fine but they really need a trait that provides the option of 20% cd reduction, probably in the Defense or Discipline Master Tier.
I play both Guardian and Warrior, and in WvW at least Guardian Shouts are superior to any utilities a Warrior can slot. A 20% cd reduction still wouldn’t make Stances the equivalent of Guardian Shouts, but would get them close enough.
Yes, the stances trait should reduce cd not add like 2 seconds.
I find that stances have an incredibly long recharge time of 60 seconds.
Who else wants stance cool down to be reduced?
I’d like to suggest-a trait that reduces stance recharge times by 20%-just like the trait that reduces signet recharge time by 20%.
What does everyone else think?
Stances? MOST Warrior utilities have god-awful recharge lengths. There are only 2-3 skills with reasonable lengths on them.
I find that stances have an incredibly long recharge time of 60 seconds.
Who else wants stance cool down to be reduced?
I’d like to suggest-a trait that reduces stance recharge times by 20%-just like the trait that reduces signet recharge time by 20%.
What does everyone else think?
Stances? MOST Warrior utilities have god-awful recharge lengths. There are only 2-3 skills with reasonable lengths on them.
They are also almost the only skills we use LOL.
Nobody bothers with Physical Skills, no matter how much they try and promote them.
https://twitter.com/TalathionEQ2
As only a single example, my main is a Thief, and seeing Bull’s Charge after using Scorpion Wire for so long is absolutely disgusting. Significantly weaker effect + twice the recharge.
Granted, Thieves have significantly less ability to exploit that gap close + knockdown; most Thieves consider Scorpion Wire horrible still, whereas Bull’s Rush at least gets use from Greatsword warriors. But less range and doubled recharge? No way.
(edited by Grimwolf.7163)
As only a single example, my main is a Thief, and seeing Bull’s Charge after using Scorpion Wire for so long is absolutely disgusting. Significantly weaker effect + twice the recharge.
Granted, Thieves have significantly less ability to exploit that gap close + knockdown; most Thieves consider Scorpion Wire horrible still, whereas Bull’s Rush at least gets use from Greatsword warriors. But less range and doubled recharge? No way.
http://wiki.guildwars2.com/wiki/Scorpion_Wire
http://wiki.guildwars2.com/wiki/Bull%27s_Charge
More damage too though, and that’s a 2 second knockdown you’re talking about. I don’t see how that’s not essential for a CC warr. Plus, if there’s a stealth field around they’ll never know what they got charged by; might as well be a bull ;D
I don’t play thief though, so with regards to the effectiveness of Scorpion’s Wire in combat, I’ve no idea; it may or may not be as good as Bull’s Charge.
Scorpion Wire would be reasonable if the game didn’t contain those kitten invisible sneaky boulders that cause “Obstructed” in the middle of a perfectly flat field.