Sustain Utility Idea
Because warriors need more incentives to not use their class mechanic.
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”
Because 10 seconds out of everyminute would cause this right?
Le sigh
Didn’t know spamming a supposedly situational skill for Condition removal was a good mechanic either.
The problem with our class mechanic is that our traits push us towards being passive in it’s use. For most weapons our class mechanic comes down to “fill this bar”. At least Cleansing Ire (I’m assuming you’re referring to) encourages a more active use of adrenaline which is how the class should have been designed in the first place.
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”
And your saying that a 10 second utility that benefits off of higher adrenaline as well as staying on target and getting off continuous damage wouldn’t encourage more active play as well as better managing your cooldowns/adrenaline usage?
I really like the idea of this but I don’t think the Devs are a great fan of Warriors keeping their adrenaline stored. With the recent patches and the introduction of Cleansing Ire, it’s quite clear that they don’t want us keeping our adrenaline at 3 bars.
However, an easy fix would be rather than making it a somewhat passive skill, why not make it active? Adding maybe an F2 skill which consumes your adrenaline and gives you a certain amount of life steal (depending on how much adrenaline was consumed) for a certain amount of time.
This effectively gives us our much needed sustain but also works with our class mechanic in a non overpowered way.
Note: This is not a “sit on a full bar” mechanic btw.
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(edited by Oreoginal.1580)
They don’t want us sitting on adrenaline and yet they leave Berserker’s Power, Heightened Focus and Adrenal Health in their current state. I’m defenitely not saying that warriors don’t need sustain … I mean hell I went and made https://forum-en.gw2archive.eu/forum/professions/warrior/Morale-A-Secondary-Mechanic/first#post2353672. I just don’t feel that another “sit on a full bar” mechanic is how to do it.
The issue with cleansing ire isn’t with the trait itself, it’s with how warriors access their adrenaline. With more options to utilise it in different ways rather than 1 extra attack per weapon, we might start to become less one dimensional class mechanics wise.
Edit Also apologies if I came across a bit caustic in my other posts, hadn’t had my coffee yet.
Envy – Fort Aspenwood
“Believe in yourself … because the rest of us think you’re an idiot”
I really like the idea of this but I don’t think the Devs are a great fan of Warriors keeping their adrenaline stored. With the recent patches and the introduction of Cleansing Ire, it’s quite clear that they don’t want us keeping our adrenaline at 3 bars.
However, an easy fix would be rather than making it a somewhat passive skill, why not make it active? Adding maybe an F2 skill which consumes your adrenaline and gives you a certain amount of life steal (depending on how much adrenaline was consumed) for a certain amount of time.
This effectively gives us our much needed sustain but also works with our class mechanic in a non overpowered way.
Note: This is not a “sit on a full bar” mechanic btw.
Better yet keep it a utility but adapt your idea.
(Insert Skill Name Here)
Stance: Harness your rage to sap the life from your foes.
Life-steal based on adrenaline. All adrenaline is used upon use.
Stage 1: 5%
Stage 2: 10%
Stage 3: 15%
Duration: 10 seconds.
Cooldown: 60 seconds.
Is affected by poison.
I really like the idea of this but I don’t think the Devs are a great fan of Warriors keeping their adrenaline stored. With the recent patches and the introduction of Cleansing Ire, it’s quite clear that they don’t want us keeping our adrenaline at 3 bars.
However, an easy fix would be rather than making it a somewhat passive skill, why not make it active? Adding maybe an F2 skill which consumes your adrenaline and gives you a certain amount of life steal (depending on how much adrenaline was consumed) for a certain amount of time.
This effectively gives us our much needed sustain but also works with our class mechanic in a non overpowered way.
Note: This is not a “sit on a full bar” mechanic btw.
Better yet keep it a utility but adapt your idea.
(Insert Skill Name Here)
Stance: Harness your rage to sap the life from your foes.Life-steal based on adrenaline. All adrenaline is used upon use.
Stage 1: 5%
Stage 2: 10%
Stage 3: 15%Duration: 10 seconds.
Cooldown: 60 seconds.Is affected by poison.
Yeah keeping it a utility might be better for balance reason.
I completely support this idea. It gives Warriors sustain but at a cost of a utility slot.
Build: http://tinyurl.com/gw2build-parmstick
YouTube: http://tinyurl.com/YT-gw2parmstick
I hate it.
I’d much rather see something like I posted earlier:
Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.
I hate it.
I’d much rather see something like I posted earlier:
Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.
No argument.
15 chars
I hate it.
I’d much rather see something like I posted earlier:
Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.No argument.
15 chars
Why not both? Make one a trait and the other a utility.
Build: http://tinyurl.com/gw2build-parmstick
YouTube: http://tinyurl.com/YT-gw2parmstick
Gaining life off of adrenaline gain and life steal are completely different. Whats to stop people from popping SoF or BS and gaining massive amounts of health?
i always wonder why dont anet just change the stances to replace f1,f2,f3 etc( Like frenzy which gives 15% speed increase and 15% damage taken).
We would be able to switch stances to suit our needs instead of using them and only be useful for that 4-5 secs.