Suggestions on making Mace viable.

Suggestions on making Mace viable.

in Warrior

Posted by: killahmayne.9518

killahmayne.9518

As you may know, I have been playing it alot, from WvW to tPvP tournaments. It really does have the potential to be one of those meta builds, the foundation is there. However it is lacking and there is a reason it would never be used for serious tournaments.

First let me talk about the mace stun. It is a 3 second stun on a 8-10 second CD. Awesome. It is even more if you put the sigil of paralyzation, again awesome. However, this skill is notoriously difficult to land. A random dodge, random blind, aegis, stability, even simply walking behind or side-stepping will cause it to miss. And even if you do land it, there is something called stunbreaks and teleports.

Now, I never found it a problem pre-adrenaline change. You missed it, no big deal, just wait another 8 seconds till it is back up. However gaining adrenaline in some cases is just difficult (you have to choose between taking more damage then you usually would in order to gain enough adrenaline for another stun, or awkwardly flail your greatsword hoping to generate enough adrenaline which lets be honest, doesn’t really work to your advantage).

In my opinion, they should just start out with this change and see how it goes. Extend the range on it a little bit. Perhaps to around 300 range. I can’t count how many times I would use the skill when I was in range only to have the opponent simply run a little faster just enough to get out of it. Just by running. It really feels like you need a set up, to set up your mace stun to set up your hundred blades. You can only reliably do that with the shield stun and Bulls Charge (and lets be honest, Bulls Charge overshoots you 50% of the time and is only really good for the gap close because of it). Also, give it the same treatment as the thief and necro daggers. Allow it to hit two targets. It is just so frustrating that literally clones, pets, AI, etc just get in the way.

Another thing is counterblow. Suffers much of the same problems as Skull Crack Great skill, can block and have the potential to reflect projectiles if traited. However the counter attack portion is mostly terrible. It is so incredibly slow and the range is so low that it almost never hits anybody. Worst part of it is you have no control of the attack.

A possible change to address this is to increase the range of the counterattack to around 300 range, and make the attack AoE radius. For example the warrior spins around with his mace in a 360 motion. Another thing you can do is give you control over the counter attack. If somebody attacks you and you block it, you gain a charge that allows you to use counter attack within a 4 second window.

A nice change would be to put weakness on the 2nd chain of the mace instead of the the 3rd chain. You can reduce the duration of weakness to three seconds since it is easier to land.

Also, make the #3 daze more interesting. It is basically a low damage daze, on a pretty good CD. For example, if the target has weakness this skill does double the damage and reduces armor of the opponent by 15% for 5 seconds. Kind of makes sense from a lore standpoint as well. Mace is a type of weapon that punctures and puts a dent in armour.

However, part of the reason why Mace isn’t used so much can be attributed just as much to the greatsword. Greatsword, great for mobility, not the best for damage though ironically most of the damage comes from the hundred blades after the stun. If they would only make Rush more reliable. Skull Crack + 100 blades can be risky sometimes because you are stationery for at least 3 seconds and can get bombed.

I honestly wouldn’t mind if they nerfed the mobility on Greatsword, if in exchange they did something to make the damage more reliable. I mean landing any skill on the greatsword can be a challenge. Rush will just miss, you can just side step GS #4, #3 isn’t very hard to dodge either. Arcing Slice isn’t absolutely terrible, but not great either.

Mace/Greatsword Video (Sept Patch)

https://www.youtube.com/watch?v=MoAjKtD6MLY

Suggestions on making Mace viable.

in Warrior

Posted by: Doon.2364

Doon.2364

Mace or should I say the skullcrack build was viable before they nerfed it to the ground. I would like them to revert their changes. Move unsuspecting foe back to adept. And make skullcrack instant cast again with the old animation. The range wasn’t a problem when it had instant cast. Also bullcharge was more reliable back then so they need to fix that as well.

Greatsword is fine as is, they only need to fix Rush and revert the damage nerf on 100b and whirlwind.

Suggestions on making Mace viable.

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Posted by: Cygnus.6903

Cygnus.6903

Changing mace back to what is was is a bad idea. Honestly, it was too good. Being able to stun your opponent for 4 seconds as soon as you close the gap is insane. 1/4 cast time is ridiculous.

They overnerfed it though, like they overnerfed a lot of things. They could have started out with just the cast time, but no, they had to give it what is probably the most obvious tell ingame after killshot.

So I agree with killah, increase the range a bit. Don’t let it cleave tho, that would make it over the top again (or maybe not, but don’t overbuff right?).

The mace block on the #2 could be a conical attack where the warrior slams the ground (kind of like Hammer #3). I personally would not like more ‘spin’ attacks on warrior.

By the way, Mace 3 is fine IMO. Quick interrupt on a low CD, and it is actually a decent dodge-bait (Mace 3, opponent gets thrown off, you stay on him using auto attack, lot of people dodge that suspecting you would follow up with SC, then you SC).

I only state my opinion unless stated otherwise.
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I always rage but never quit.

(edited by Cygnus.6903)

Suggestions on making Mace viable.

in Warrior

Posted by: Paavotar.3971

Paavotar.3971

Mace is a melee killer at the moment. At least I have had a lot of fun with it.

The chain attack hits pretty hard. Maybe its bit clunky and the third hit is still rather slow but okaish at the moment.

Block is amazing … if it hits. I wish the counter blow would be a bit faster so it would be more reliable damage source, after all it’s the hardest hitting thing on mace so I would like it to be a bit more reliable.

The #3 is ok as is. It’s great interrupt skill with fast animation and with lowish cooldown.

Skullcrack is over obvious in my opinion as well. On the other hand you can cancel that skill with seath weapon button or swap weapon and keep your adrenaline so it works as a dodge bait if nothing else

A Pink scumbag of [FACE] and deep inside a [GuM]ster
Mouggari – Warrior – Candy cane Avenger

Suggestions on making Mace viable.

in Warrior

Posted by: Kitt.2567

Kitt.2567

isnt it already viable? i have seen few wars using this in soloq though. Personally never seen war using rifle or mace as secondary hand. i think some war focusing on small capping area uses mace though cuz it is strong weapon in close fight.

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(edited by Kitt.2567)