(edited by Teratus.2859)
Vengeance skill need serious changes..
I agree Warriors have the short end of the stick on down skills. I think the rally chance should be 100% baseline. But if not that, your suggestion of going back into the down state is pretty decent.
I strongly advise Vengeance be redesigned so that instead of instantly dying when it expires.. the Warrior falls back into a downed state and Vengeance goes on a long cooldown to balance it against overuse..
I like your idea.
Atm, I mostly bother with Vengeance in large group fights to reposition where I’ll die to be convenient for someone to rez me. Otherwise I pretend it’s not there…. either it doesn’t proc a rally, or I die before the initial cooldown finishes to use it.
~EW
Traited vengeance doesn’t exist as far as warriors are concerned.
I’d like the rally thing to change somehow as well. 25% is just ridiculous. I’d rather it be something like “gain 10 more seconds of vengeance on kill” in addition to the 25% chance to rally…..so you can keep fighting if you don’t get the rally at least.
To balance, using vengeance could lead to 30-60 seconds of disabled downed state. SO if you do rally and get downed again…you just die automatically.
The Tiny Yuno Sniper of Ebay [EBAY]
Downstates need to be rebalanced in general. Warriors is pretty bad.
But that’s not new. Hell, here’s a post of mine complaining about this THREE YEARS AGO.
https://forum-en.gw2archive.eu/forum/professions/warrior/Downed-State-and-Vengeance/first#post2714914
Here’s a key excerpt:
Guardian: AoE Knockback
Strong vs: Multiple Stomps, Stealth Stomps
Weak vs: Stability StompsNecro: Single Target Fear
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsWarrior: Single Target Knockdown
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsEngineer: Single Target Pull
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsElementalist: Vapor Form
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: NoneThief: Shadow Teleport
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: None
Really puts things into perspective. Thief and Ele (also mes) both basically have a 100% way to stop any stomp.
Meanwhile Guards take the middle road, able to stop some of the time (ranger too).
And War/Engy/Necro? You can only prevent a stomp if your opponent is a newbie who can’t read telegraphs, has no stability, no aegis, no blind field, and is stomping you alone.
But im sure it’ll get fixed any day now /s
Downstates need to be rebalanced in general. Warriors is pretty bad.
But that’s not new. Hell, here’s a post of mine complaining about this THREE YEARS AGO.
https://forum-en.gw2archive.eu/forum/professions/warrior/Downed-State-and-Vengeance/first#post2714914Here’s a key excerpt:
Guardian: AoE Knockback
Strong vs: Multiple Stomps, Stealth Stomps
Weak vs: Stability StompsNecro: Single Target Fear
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsWarrior: Single Target Knockdown
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsEngineer: Single Target Pull
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth StompsElementalist: Vapor Form
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: NoneThief: Shadow Teleport
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: NoneReally puts things into perspective. Thief and Ele (also mes) both basically have a 100% way to stop any stomp.
Meanwhile Guards take the middle road, able to stop some of the time (ranger too).
And War/Engy/Necro? You can only prevent a stomp if your opponent is a newbie who can’t read telegraphs, has no stability, no aegis, no blind field, and is stomping you alone.
But im sure it’ll get fixed any day now /s
Thief down 2 is not a 100% chance to avoid stomp like ele and mes. Any profession with a instant cast teleport can still stomp them. So…ele, mes, thief, guard. Think that’s all of them.
-Sorrow’s Furnace-