Updating the Warrior class

Updating the Warrior class

in Warrior

Posted by: Flux.7250

Flux.7250

This thread is mainly regarding sPvP but it can apply to other modes too.

As many have said in previous threads, warrior feels like its in a different game to other classes, it just feels as if this class is way too simplistic and was made way before the other classes, anyone who played during the betas will most likely agree (the other classes were not fleshed out back then).

This is why I’m going to suggest an overhaul to a lot of the weapon skills that warrior has as they feel ‘outdated’ an example is the warriors block moves that have no secondary effect apart from ‘gain small amount of adrenaline’ on all of them or the plain weakness of some skills (hello mace 4 and axe 2). I know utilities and traits need to be looked at too but thats for another time.

I feel like Anet is very fixed on making sure classes don’t all have the same tools, i.e. protection, aegis and stealth for warriors, so to increase the chances of these suggestions being taken in to account I will try to not just give these tools to the warrior because believe it or not new tools can cause balance problems (necro’s controversial dhuumfire).

The 3 main things that I will try to achieve with an update to these skills are:

1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.

2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using

3) Sharing a common theme of lockdown, Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best. I believe our weakness should be kiting but once we do get to the target the class needs to have more ‘grip’ so that classes cant just get away from us once we do reach them and hence make the warriors more scary.

Lets begin.

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

AXE: F1: I think evis should either 1) have its ranged doubled so we can stick to the target better as 300 range is negligible atm or 2) evade attacks during the ‘spin’ motion at the beggining of the animation so that it has more than one use of simplistic high dmg.
1 – the nerfed autoattack will be fine if we can stay on the target
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
NEW: add an evade mechanic for the duration of this move, it encourages skillfull play and gives mh axe more survivability as it is a weapon that inevitably has to be close with no ways of getting out.
3- not bad i’d say just give it a piercing property so it carries on through your main target
4- not too certain with dual strike but one idea is to let it give vigor for the same duration as the fury, it gives more survivability that axe needs
5- give whirling axe a 1 or 2 sec cripple on hit, with leg specialist this can easily help with aoe lockdown and lets the warrior be able to hit targets with more hits. Also I dont see why the buff to this ability didn’t go to other modes of the game.

MACE: F1- its fine
1- speed up the autoattack, weakness is good but its too hard to land the last hit
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
3- let this hit aoe, I feel like it should seeing as its only one sec
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
5-fine

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Posted by: Teq.2197

Teq.2197

My suggestion..
Extra ranged weapon slot (rifle,longbow). 2 basic melee sets + rifle/longbow in 3rd.

(edited by Teq.2197)

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Posted by: Flux.7250

Flux.7250

SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.
1) I’m a fan of the faster chain and sword revamp in general (just needs a few tweaks), maybe just work on the animation
2)solid move, its fine
3)reduce the cd to 10 secs and let the move do 50% more damage on people under 75% health. FT does the same dmg as an evis so i think the slow animation is reasonable especially if we can lockdown enemies but the cd is too punishing for a miss and it would be nice to have more options for the damage scaling with health so it doesnt feel like we have no 3 ability for the first half of the fight
4)NEW: The rip animation should be faster and along with the stack of bleeds i think this move should also stack on TORMENT, anet added this condition to buff up the condie builds and unused weapons of other classes and i personally think it would fit perfectly here for warrior and it helps with lockdown again as it punishes people for walking away from you. Also condie builds are weak for warrior and needs more conditions to apply, im not sure why anet didnt do anything to build diversity for warrs in this regard.
5) first part is fine not too sure about 2nd activated part if not attacked, perhaps change it in to a melee attack that applies a few stacks of confusion (3-5 stacks).

SHIELD: generally a good OH but I think the cd should be reduced to 25 secs atleast seeing as engie’s tool kit block is 20s cd UNtraited. Maybe reduce the cd on shield bash to 20 secs but it may not be needed.

WARHORN: the only change I think it should get is that charge applies 10s of vigor instead of call to arms and instead cta gives 10s of regen, it makes charge and cta more consistent with their theme of mobility and survivability respectively, the regen also adds more passive survivability for bunker builds.

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Posted by: Seed.5467

Seed.5467

1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.

The last update have showed how strong the conditions are, to a class that is in need for a babysitter, to keep him clean. The reason is that warriors(as you pointed out), in order to be effective, need to see, to move around freely, to stay on their feet, to bypass enemy block and (of course) to actually hit. Warriors can be rendered entirely useless by the blind and often cripple conditions. But the difference between GW1 and GW2 is that was a dedicated healer class called “Monk”.

Since there is no dedicated healer class in GW2, they should give the warrior, the means to deal with it, passively. Or they could simply introduce a life sacrifice element to spamming skills or to some OP skills from other classes. Take as an example GW1 such as necro : Plague Sending. By doing that, they could eliminate condition spamming, and will force the player to use it´s skills strategical.

2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using

Yes, i agree. For example, the role of the warrior in GW1 was to either pressure or spike. Depends of the team build. Sometimes you could do both. As an example they could rework some of our weapon skills, and add conditions that can be applied, that actually would contribute to it´s role as a warrior. For example : Axe was a choice of weapon, as they contain an easier one-hit Deep Wound action in addition to their spike-based skills (i.e ,Eviscerate, Dismember etc.) or Interupt skills, like Disrupting Chop.

So all in all, i surely hope that they will rework the warrior. Because simply, after 9 months it´s not fun anymore to be a warrior.

PS:" Sorry for my poor english."

Regards

Seed

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

GREATSWORD: F1- there may be too much fury given to warrior, i personally think this move should give 2,4,6 secs of retal instead, again this would add more situational surv to the warrior without adding more dps to the set as its already very strong in that regard
1- auto is fine though the vuln could be increased to 2 on the 2nd attack so that it feels more useful instead of filler inbetween 100b
2- ah 100b is a tough one, some people wanna see less damage for being able to move but i personally like it the way it is, even though gw2 doesnt always do this, the idea of this skill is to reward skilled play, i.e. waiting out the opponents dodges, ccing them first etc this general concept is why warr is my favourite class and i wish more abilities in gw2 did this
3- dont’ let it be affected by slows, allows the warrior to have easier time moving around especially as i think rush should still be affected by them (hear me out :P )
4- I always thought bladetrail should’ve been more like the rangers gs block, again it gives the warr more surv while still retaining the bladetrail part by activating without blocking. The first part should be like sword OH 5 but when attacked in melee it should do a frontal aoe horizontal slash that blinds enemies (maybe give it a theme of slashing their eyes)

5- the two changes to rush should be ofc the animation problems, maybe just end it in an aoe or give the last hit more range so you dont have to be dry humping your target for the hit to work. I also think it should have a 4s cripple similar to savage leap so its easier to engage as well as save the proposed no.4 block. I still think it should be snarable as i dont like the idea of a 1200 range disengage being very hard to stop, it makes it too hard to counter, if they were to make it unaffected by slows theyd have to lower the range imo (a’la savage leap or guardian gs leap). It should be the same for all 1200 range moves like rtl (although i believe the range was nerfed?) and ranger gs swoop. It may not seem op if warrior was in its current state but people would complain about the easy disengaging if warrs became competitive similar to ele bunkers.

On a side note, I also think teleports shouldn’t be stun breakers (too easy to disengage), which i think anet is aiming for with the nerf to thief mh sword and ele flash, i hope they carry on in this way (i.e. mesmer blink)

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

HAMMER: I think this is one of our more solid weapons but all the animations should be sped up slightly imo, too easy to avoid atm. Apart from that the 3 and 4 skills should be mobile when using them, they feel too clunky

RIFLE: F1- too simplistic again, i think it should have slightly reduced cast time and an added effect of being unblockable, it would be more fitting of the name, being able to ‘kill’ :p
1- slightly buff the damage
3- let volley have the ability to pierce so the weapon has better aoe capabilities
4- double the damage of this move mainly to give the rifle more sustained dmg instead of the usual volley kill shot burst, also add blind to this move, it fits the picture and gives rifle much needed surviability
5- add a 2 or 3s cripple to this ability it feels too underwhelming when the enemy can just run back to you as most of the time aimed shot is on cd to prevent the target from getting to you in the first place or controlling them etc also it makes it better for stopping stomps/resses when enemies have to limp back to their/your teammate

LONGBOW: this is probably one of our best weapon sets, it doesn’t really need changes and is lowest priority.

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

My suggestion..
Extra ranged weapon slot (rifle,longbow). 2 basic melee sets + rifle/longbow in 3rd.

Its an interesting idea but people might argue that it would make the class a bit too similar to eles (maybe engie) but instead of attunements or kits just swap it with weapon sets. I’m personally more a fan of the idea of giving warriors stances (offensive one and defensive option) in addition to our burst skills but these F1-F4 revamps would most likely only happen in an expansion I would imagine.

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.

The last update have showed how strong the conditions are, to a class that is in need for a babysitter, to keep him clean. The reason is that warriors(as you pointed out), in order to be effective, need to see, to move around freely, to stay on their feet, to bypass enemy block and (of course) to actually hit. Warriors can be rendered entirely useless by the blind and often cripple conditions. But the difference between GW1 and GW2 is that was a dedicated healer class called “Monk”.

Since there is no dedicated healer class in GW2, they should give the warrior, the means to deal with it, passively. Or they could simply introduce a life sacrifice element to spamming skills or to some OP skills from other classes. Take as an example GW1 such as necro : Plague Sending. By doing that, they could eliminate condition spamming, and will force the player to use it´s skills strategical.

2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using

Yes, i agree. For example, the role of the warrior in GW1 was to either pressure or spike. Depends of the team build. Sometimes you could do both. As an example they could rework some of our weapon skills, and add conditions that can be applied, that actually would contribute to it´s role as a warrior. For example : Axe was a choice of weapon, as they contain an easier one-hit Deep Wound action in addition to their spike-based skills (i.e ,Eviscerate, Dismember etc.) or Interupt skills, like Disrupting Chop.

So all in all, i surely hope that they will rework the warrior. Because simply, after 9 months it´s not fun anymore to be a warrior.

PS:" Sorry for my poor english."

Regards

Seed

Thanks for replying. All very good points, I agree the warrior hasn’t got enough tools to punish people for smacking them and kiting them around all day without a care in the world, thats why i suggested adding confusion and torment to the warrior arsenal as well as more blocks/block effects.

I really do think anet needs to give the warrior several buffs like this, with the benefit of having a large variety of weapons to choose from we’ve also been cursed with a lot more sets that are no where near being viable. Ofc traits and utilities being tweaked can also increase our viability but I intended to only suggest how to make the weapons more fun due to their apparent outdatedness (is that a real word?), I’m hoping changes like these can overall make the warrior less of a damage bot like it is now sporting zerker gear all the time and actually give it more variety not only in tpvp but in all aspects of the game.

Updating the Warrior class

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Posted by: vorpal.1497

vorpal.1497

Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best.

While I agree that warrior is and always has been lacking, I dont think this game needs an increase in lockdown mechanics. It’s the most frustrating mechanic possible, even worse than stealth, to be locked out of combat even for just 2 seconds.

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Posted by: redslion.9675

redslion.9675

SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.

May I suggest a little quality of life improvement? Might we be able to cancel Flurry by just pressing another skill? So we can do Flurry → Final Thrust more easily.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best.

While I agree that warrior is and always has been lacking, I dont think this game needs an increase in lockdown mechanics. It’s the most frustrating mechanic possible, even worse than stealth, to be locked out of combat even for just 2 seconds.

Lockdown doesn’t have to necessarily be hard cc it can be things like immob, confusion or even torment, basically ‘gripping’ on to the target once you get to them and giving them a hard time to get away via offensive (e.g. stuns) and defensive (e.g. retal). Also I do agree hard cc can be annoying but it depends what class you’re playing tbh, if someone plays a necro then they’re gonna have a harder time against it but I think there’s a good abundance of stability that it isnt too much of a problem atm. I also don’t think we need more HARD cc hence why none of my suggestions adds any of it.

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Posted by: Flux.7250

Flux.7250

SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.

May I suggest a little quality of life improvement? Might we be able to cancel Flurry by just pressing another skill? So we can do Flurry -> Final Thrust more easily.

This would be nice instead of having to sheath weapon but I think this is more to do with the game engine in general and doesn’t only affect the warrior class.

Updating the Warrior class

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Posted by: Flux.7250

Flux.7250

Anyone have any critiques of my suggestions? I know its very long sorry about that lol (maybe just check out your favourite set?). I just wanted to give anet some more solid feedback instead of the usual qq found here

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Posted by: demondarkwind.1350

demondarkwind.1350

warrior’s are suppose to be masters of armed combat. i’ve noticed since the patch that my damage has really gone downhill. so i altered my spec many many times. seems like now all you can do is full zerker or nothing since warrior’s now get completely crushed no matter how much armor you have. ill put it simple a warrior wears PLATE armor we should not be hit for 5-6k by thiefs from there backstab. i understand anet doesnt want warrior’s to be tankish like guards, but really we need some type of defense. i suggest adding to the adrenaline. basiclly once a warrior got there adrenaline maxed they should be going completely psycho, doing a ton of damage and since there going all out adrenaline pumping they would feel less pain. here i suggest warrior’s should be taking about 20% less damage from all sources (melee, magic and condition) when there adrenaline bar is maxed out. this would help warrior’s immensely in wvw/pvp allowing them to carry on the fight. yes it will make them more tankish but theres supposedly no aggro in the game right? so it shouldn’t matter (even though i seem to hold aggro pretty well). oh and it would be pretty nice to see some two-handed axes added to the game as well. on a last note a system like this shouldn’t be something thats traited, it should be something that all warrior’s have thats just naturally connected to there adrenaline bar, period.

(edited by demondarkwind.1350)

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Posted by: Pestilence.3184

Pestilence.3184

i too have had a similar problem as Demondarkwind. Since patch the only viable build to run for me as a WVW player is all out Zerker or nothing and considering EVERY single class can drop a warrior (its the Easiest class to drop come on now) what are we left with an all our tank build that can not kill a single soul…..

As stated above we are the masters of armed combat i think demondarkwind has a good idea with the adrenaline idea.

What annoys me the most is that i can get on my guardian and deal roughly the same amount of overall damage in around the same time frame as my warrior yet can take a ton more damage and buff the hell out of my allies with a viable build for any situation….

Why are warriors the most overlooked class in GW2?? (IMO)
i honestly think that just about every change made to the warrior has been a backward step …. with exceptions of dogged marhc and clensying ire…

YEAH 2 Handed axes would be AWESOME!
Before any one starts to criticise i play every class except engi.

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Posted by: Rivan.6923

Rivan.6923

Exactly the same problem as the above two posters. The problem with the warrior class is their lack of focus, we do a few things well but only if we trait exclusively for it, PVE Warriors are great but in WvW and PvP we are just lacking in all aspects. We barely buff our allies, we can’t heal well even as a shout heal warrior, we take a ton of damage and our output is lackluster at best unless we’re full zerker which comes with its own problems as we are going to die almost immediately to any sustained damage, our crowd control is ok but we’re annoying at best not full on lockdown masters.

The warrior class needs a serious revision and this jack of all trades master of none thing needs to be addressed, Warriors shouldn’t feel like the tutorial class for Guild Wars, give us some complexity. Make our play style feel more 3 dimensional. I’m not even going to pretend i understand the decisions made in terms of class balance, its just way above and beyond me. All i can tell is from playing my warrior every time i’ve logged on since launch that the class has changed dramatically and not for the better. Fingers crossed that we are going to be overhauled but i would guess it won’t be for months, guess i’ll level a guardian or something.

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Posted by: Fenrir.5493

Fenrir.5493

“We also realize that we can make mistakes but we dont care because I HAVE THE POWAAA!!”

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Posted by: Flux.7250

Flux.7250

warrior’s are suppose to be masters of armed combat. i’ve noticed since the patch that my damage has really gone downhill. so i altered my spec many many times. seems like now all you can do is full zerker or nothing since warrior’s now get completely crushed no matter how much armor you have. ill put it simple a warrior wears PLATE armor we should not be hit for 5-6k by thiefs from there backstab. i understand anet doesnt want warrior’s to be tankish like guards, but really we need some type of defense. i suggest adding to the adrenaline. basiclly once a warrior got there adrenaline maxed they should be going completely psycho, doing a ton of damage and since there going all out adrenaline pumping they would feel less pain. here i suggest warrior’s should be taking about 20% less damage from all sources (melee, magic and condition) when there adrenaline bar is maxed out. this would help warrior’s immensely in wvw/pvp allowing them to carry on the fight. yes it will make them more tankish but theres supposedly no aggro in the game right? so it shouldn’t matter (even though i seem to hold aggro pretty well). oh and it would be pretty nice to see some two-handed axes added to the game as well. on a last note a system like this shouldn’t be something thats traited, it should be something that all warrior’s have thats just naturally connected to there adrenaline bar, period.

Heavy armour doesn’t compensate enough for our lack of other defenses. Absolutely right. But I really don’t think giving us more passive defense is the way to go about boosting us, especially things that encourages us to hoard our adrenaline. It just makes the class more simple even though people like myself and Rivan want more complexity. The class already has plenty of simplistic things about it. This is why I suggested adding skilled and active ways to increase our survivability; more blocks, more evades, blinds, vigor, better disengages etc. This is why I like the idea of cleansing ire, it encourages the active use of our adrenaline to survive.

As stated above, I agree warrior is very limited to dps and with zerker gear, my suggestions try to rectify that by making condie builds and bunker builds more viable by buffing sword MH/OH, mace, warhorn etc check them out and tell me what you think.

Also at this point Anet definitely should add 2h axe down the road, every warrior and their dog wants one!

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Posted by: Flux.7250

Flux.7250

Exactly the same problem as the above two posters. The problem with the warrior class is their lack of focus, we do a few things well but only if we trait exclusively for it, PVE Warriors are great but in WvW and PvP we are just lacking in all aspects. We barely buff our allies, we can’t heal well even as a shout heal warrior, we take a ton of damage and our output is lackluster at best unless we’re full zerker which comes with its own problems as we are going to die almost immediately to any sustained damage, our crowd control is ok but we’re annoying at best not full on lockdown masters.

The lack of focus of the class is attributed to anet’s difficulty finding a niche for it in tpvp, thats why I suggested making us the lockdown class as a warrior is meant to be scary when they get to you, I understand were not the best at it but we could be with some buffs.

The lack of a support build is also another problem (although banners and shouts are decent they just need a little bit more), my suggestions for warhorn slightly helps but this is perhaps where traits and utilities need to be looked at for this. Do you have any suggestions that could allow for warriors to become viable for support?

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Posted by: Daecollo.9578

Daecollo.9578

- Lackluster Traits and Trait Penaltys.
- Lackluster Skills.
- Luckluster Weapon Sets.
- No Sustain.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: BlueprintLFE.2358

BlueprintLFE.2358

Anyone have any critiques of my suggestions? I know its very long sorry about that lol (maybe just check out your favourite set?). I just wanted to give anet some more solid feedback instead of the usual qq found here

Flux, Wow mate I am REALLY impressed with these weapon suggestions. I love every single one of them (except kill shot might be to strong). Seriously though +1 well thought out, and exactly what we need with our weapons, utility and damage as we don’t get the luxury of teleports, evade spam, blinds chills and cripples.

Like them all except for one thing, the hammer is amazing but it really needs some sort of defense against blinds, how about either adding a blind to number 3 (to try and mitigate incoming blinds) or adding earthshaker (or another skill) also makes the warrior immune to blind for 3-4 seconds afterwards. It’s just completely shut down by being kited and blind, especially without a movement skill, same with mace.

USMC 1st Battalion 10th Marines
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW

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Posted by: Daecollo.9578

Daecollo.9578

Listen to me well, this is how to fix the Warrior Class, these will be ridiculous because that is pretty much what we need to counter the complete fail we have as a class. We currently take much more damage then every other class due to the fact we have no get out of jail free cards, no stealth, poor condition removal, vulnerability to conditions, no evades, no free blocks, and last but not least, no protection or damage reduction.

I am tired of having to hold the hands of other classes, and I will be blunt I feel like Anet has done nothing to help us, in fact they just made us worse by not being able to see the picture: We are in melee taking all that glorious AOE damage we whined about awile ago and didn’t fix, not in range with protection and sustain taking piddle damage.

Lets start by looking at our heals.

Bolster (Cooldown: 25)
Gain protection and adrenaline. Cures burning, poison, and bleeding.
Healing: 8,780 (2.0)?
Protection: 4 s
Adrenaline: 30


Signet of Sustain (Cooldown: 20)
Passive: Grants regeneration.
Active: Heal yourself.
Healing Signet: 460 (0.2) heal per sec
Healing: 800 (0.3) every second for 10 seconds.


Mend Wounds (Cooldown: 15)
Heal and cure a condition for allies. This skill is a physical skill.
Healing: 5,240 (2.0)
Heal per condition cured for each allie: 924 (0.1)
Range: 900


Lets look at our traits.

Defense Tree

- Remove Thick Skin.
Replace with: Blind Retaliation: Missing an attack while blinded cures blind, blind cured this way gives 2 seconds of retaliation and a of adrenaline.

- Cleansing Ire: Make it cure you as you gain a bar of adrenaline instead of when it drains. Also gain 2 seconds of regeneration when you cure a condition. (this sort of counter acts the damage of the condition done to us.)

- Cull the Weak: Weakness you apply last 50% longer. Increases damage to weakened foes by 5%. (or 25%.)

- Sure Footed: Increases Stance Duration by 25%. Reduces cool-down of stance skills by 20%. When a stance ends gain 3 seconds of protection.

- Spiked Armor: Gain 5 seconds of Protection and Retaliation when struck with a hit that takes more then 10% of your life. (Cooldown: 10)

- Adrenal Health: Gain health when you gain a strike of adrenaline.
(At level 80, the amount healed per strike is 92 + 0.075 * Healing Power.)


Tactics Tree

- Remove Determined Revival:
Replace with: Determination: Increases all healing the warrior receives by 15%.

- Remove Fast Healer:
Replace with: Death Watch: Increases revive speed by 15%, healing skills reset while reviving. (Cooldown: 60s)

- Remove Reviver’s Might:
Replace with: Fierce Commander: Utility skills heal the warrior for 50% more. In addition, your allies gain might for 15 seconds every 3 seconds, as long as you are holding a banner.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: Flux.7250

Flux.7250

Anyone have any critiques of my suggestions? I know its very long sorry about that lol (maybe just check out your favourite set?). I just wanted to give anet some more solid feedback instead of the usual qq found here

Flux, Wow mate I am REALLY impressed with these weapon suggestions. I love every single one of them (except kill shot might be to strong). Seriously though +1 well thought out, and exactly what we need with our weapons, utility and damage as we don’t get the luxury of teleports, evade spam, blinds chills and cripples.

Like them all except for one thing, the hammer is amazing but it really needs some sort of defense against blinds, how about either adding a blind to number 3 (to try and mitigate incoming blinds) or adding earthshaker (or another skill) also makes the warrior immune to blind for 3-4 seconds afterwards. It’s just completely shut down by being kited and blind, especially without a movement skill, same with mace.

Thanks for the feedback, I added the unblockable effect because I feel like its very hard to land kill shot with blinds and with the long and easy to spot animation, so I thought it’d be better to remove atleast another obstacle from the list which is aegis/blocks. Also it gives the rifle the potential niche of sniping bunkers in a boon hate build possibly. Just a way to differentiate the skill so that it wasn’t a ranged eviscerate haha, how do you think the skill should be modified or would you just leave it the same?

Sped up animations would definitely help against blinds for both hammer and mace as would being able to be mobile with all hammer abilities against kiting. I actually really like your idea of blind on the cripple shockwave, it gives the hammer extra survivability which I pretty much neglected. Another potential change is to give earthshaker a secondary aoe shockwave for little damage after the first that applies a 2s cripple so that the warrior isn’t completely punished for missing and can still stay on target(s) a bit better.

Mace and hammer should be lacking in the mobility department imo, they’re meant to be hard to get in with but then annoying as hell when you catch on to them especially without stability. The lack of mobility should be compensated by other sets like sword, it gives the weapon sets their unique niches

Updating the Warrior class

in Warrior

Posted by: Bean Muncher.5197

Bean Muncher.5197

@ OP:
Those changes all look very well thought out. I feel Flurry needs some special attention though. Its damage is too low for a burst skill.
Right now, it deals about twice the damage of a Sever Artery (not calculating condition removal). Imo, that could be doubled to 4x a Sever Artery (or maybe even tripled, but I’m not sure about that). It IS a burst skill, after all. It needs to do more DPS than auto-attacking.

The GS really needs to be less clunky. Its auto-attack and HB are fine; they work the way they should imo. I agree that GS3 needs to ignore snares (except immobilize of course). GS4 needs a faster animation, making it less obvious and easier to land in close quarters (not weaved as easily). Rush needs an animation similar to Swoop, allowing you to immeadiatly continue attacking after you reach the foe.

All in all, I would be very happy to see those weapon skill changes! Give us a little more defensive capabilities, and I’m happy!

Updating the Warrior class

in Warrior

Posted by: JETWING.2759

JETWING.2759

Anet do not want warrior be equality stronger.
I ll follow this recomend:

https://forum-en.gw2archive.eu/forum/pvp/pvp/My-opinion-on-warrior/first#post2315408

:/

Updating the Warrior class

in Warrior

Posted by: Flux.7250

Flux.7250

@ OP:
Those changes all look very well thought out. I feel Flurry needs some special attention though. Its damage is too low for a burst skill.
Right now, it deals about twice the damage of a Sever Artery (not calculating condition removal). Imo, that could be doubled to 4x a Sever Artery (or maybe even tripled, but I’m not sure about that). It IS a burst skill, after all. It needs to do more DPS than auto-attacking.

Yeah the direct damage on flurry feels like its kind of trying to support power builds but its way too negligible, it should have low base dmg so its not op for condie builds but then let it scale well with power so its a viable option for power builds to apply good aoe pressure. I’m not saying it should be 100b dmg but you’re right, it should be significantly better than auto attacks.