Like many, I dream of a warrior that is not a hassle to play, or a joke to bring to PvP unless you’re running one of three semi-viable builds, and more skilled than all your opponents combined. No friends, I dream of a warrior that fits the vision of what was presented on the GW2 page, in the gameplay videos, and befitting of the lore!
A rock solid battle hardened vet who is a master of combat, destroying his foes by channeling and directing his anger and rage to fuel his boundless strength!
Below, is a long rant about what I see as being wrong with the class, and how I feel it could be fixed. Some ideas are bufff, some nerfs, and others neutral changes. Obviously everything listed is my own opinion. It is neither right, nor wrong, it simply is. And while I encourage and welcome constructive criticism, trolling, l2ping, and flaming, has no place here.
Lack of Sustain
This is our single, most glaring flaw. Warriors has no baseline sustain. We have the #6. That’s it. Whereas other classes have an alternate form of sustain (heals/evades/protection/clones/deathshroud/etc) and can further enhance this alternate sustain through trait selection and utility skills, warriors must trait just to gain access to any kind of sustain in the first place. IE: 30 in tactics via shout/banner healing.
Possible Fixes
It’s been discusses a million times, plenty of options exist.
Baseline
Mending: Increase healing for each condition removed.
Healing Surge: Heal value normalized, regardless of adrenal level. Whenever you fill a bar of adrenaline, the Cooldown on Healing Surge is reduced by 2 seconds.
Changing Healing signet to a utility skill with a new active, providing protection or vigor boons.
Adding access to protection via warrior utility skills
Traited
Defensive Bursts: New Trait, Defense Grandmaster, Each use of a burst skill grants you protection for 1.5 seconds per bar of adrenaline spent.
Adrenal Health, Rework, Provides 1 tick of regen each time adrenaline is gained
Thick Skin, Rework: Toughness increases, as your health decreases.
Vital Surge: New Tactics 25 pt, Increase your healing power by 5% of your vitality. When you revive someone, nearby allies gain regeneration.
Cleansing Ire: Conditions are now cleared before the burst skill activates.
Traits in General
Many warrior traits are inconsistent, or encourage mix/maxing instead of embracing our “weapon master” philosophy.
Consolidation of various weapon mastery traits
Two Handed Weapon mastery: Reduces cooldown on all 2handed melee weapons (greatsword/hammer/uw spear), and provides a bonus unique to each weapon.
-GS/Spear: Might on crit
-Hammer: Bonus damage vs disabled foes
Dual Wield Weapon Mastery
Reduces cooldown on all 1handed and offhanded melee weapons (axe/sword/mace), and provides a bonus unique to each weapon, based on mainhand weapon.
-Axe: Bonus damage vs vulnerable foes
-Sword: Chance to inflict burning on crits
-Mace: Bonus damage vs weakened foes
Ranged Weapon Mastery
Reduces cooldown on all 1handed and offhanded melee weapons (axe/sword/mace), and provides a bonus unique to each weapon.
-Rifle/Harpoon: Shots pierce targets
-Longbow: #1 causes burning, and 100% projectile finisher
Offhand Support Mastery
Reduces cooldown on all offhanded support weapons (shield/warhorn) and provides a bonus unique to each weapon.
-Warhorn: converts conditions to boons
-Shield: Reflects projectiles while blocking
Warrior Weapons and Skills
Greatsword
F1: Arcing slice simply makes no sense.
-It does less damage than an auto attack chain. (Mines about 2k in 1.5 seconds, while auto is a total of about 3k in 1.5 seconds).
-Its slower than its listed 3/4 CT (probably because the animation then takes another 1/2).
-It hits only a single target
-It doesn’t even match its own description, which is a fast upward strike, when clearly many characters do a heavy and slow overhand strike.
- 100b is OP for PvE where nothing dodges or move, UP for PvP where everything dodges and moves.
- Rush is still bugged and telegraphed as hell. It causes you to run in place, fails to properly track targets, and as a final kick when you’re down, if you DO manage to actually hit, it restarts the cooldown to the untraited cooldown even if you’re traited.
Possible Fixes
F1: Just completely rework this ability.
-Increase the damage, or the speed, so it’s at least equal to autoattacking DPS
-Allow it to his 3 targets, the same as every other melee attack out there
-Change it to an upward strike (use the same animation as the uppercut slice from rush)
-Add a new effect such as a small knockback or launch