EDIT: My post was originally posted in the WARRIOR forum, and moved into HoT by a mod. Could a mod please move it BACK to where it belongs? This was a discussion about useless WARRIOR traits, not all classes.
Related thread: https://forum-en.gw2archive.eu/forum/game/hot/The-Design-of-Revenant-Traits
In light of some of the trait previews, I must say I am incredibly jealous of the new Rev class already. Most of the traits seem highly appealing even on their own, but with some synergy, they look truly useful.
For example: Gain stability or retaliation (2 different traits) after dodging, and gain bonus endurance when struck with a fairly short cd. Seems like you could keep a fairly high uptime on two powerful boons that are typically in short supply and have very little counterplay, meanwhile dodging far more often.
REV: Cruel Repercussion (Adept): 50% more damage on your next hit, after an opponent negates your attack?! I assume negate means block or interrupt, but it could even mean dodge.
Either way, compare that to:
WAR: Short temper (Adept): Gain 1 might and 1 adrenaline when blocked.
I’m not saying ALL Warrior traits are bad, we’ve actually got a handful of decent ones, but they’re mixed in with unplayable ones, and often played in trees that make no sense whatsoever.
Here is my list of Useless Warrior Traits below.
Reckless Dodge: Damage is insignificant, tiny radius, worthless all around. How about something cool like gaining Regen, or Might, like how the Rev class gains Stability or Retal?
Powerful Banners: Damage is insignificant, tiny radius, banner builds typically have low power anyway, and who summons banners into a crowd of enemies?!
Berserkers Might: Gaining 2 adrenaline every 3 seconds, as a Grandmaster trait?! That’s insanely weak and even more useless with the recent adrenaline change.
Thick Skin: Gain 100 toughness when over 90% health. This just plain irks me. In general, extra toughness is not the same as damage reduction, because of the way it scales, becoming increasingly unhelpful the more of it you have. In other words, the more into the defense tree you go, the more useless this already crappy trait becomes.
Shieldmaster and Missile Deflection need to be combined. Nuff said.
Vigorous Return: A trait that only helps you slightly after you get knocked down, and then get back up again. Given that War downed state may be the 2nd worst out there, once a Warrior goes down, odd’s are he isn’t getting back up.
Rousing Resilience: +1000 toughness after breaking a stun? Again, largely useless for the fact that it uses toughness, and not a flat damage reduction, or a boon like protection. This could easily be fixed, by changing it to Protection.
Determined Revival: +400 toughness while reviving. Again, useless for the fact that it uses toughness, and not a flat damage reduction, or a boon like protection. This could easily be fixed, by changing it to Protection.
Revivers Might: Seems just a bit weak. I know it’s a minor, but its so easy to spam AOE might, this is just unhelpful.
Stronger Bowstrings: This just needs to be baseline for the longbow. The autoattack is already 1200 (yeah, it still says 1000 in the tooltip after 2 years)
Burning Arrows: What does this have to do with the tactics tree, which is all about shouting, buffing, reviving, banners, and boons? This belongs in the Arms tree, or basically anywhere else.
Thrill of the Kill: Most times, if you just killed someone, you’re about to lose all your adrenaline over the next 5 seconds anyway. Mildly useful in WvW zergs, but in such a target rich environment, there’s no shortage of ways to build up adrenaline.
Sweet Revenge: This trait REALLY needs to be baseline. If you kill someone while in vengeance, you totally deserve your free rally. See, the problem is warriors almost NEVER even get to use their vengeance state due to how bad warriors are when downed, MUCH LESS actually KILL anyone in it (outside of PvE, but why are you downed in PvE to begin with?!?). When I’m fighting against an enemy war, if I dont have stability up AND im far away or I get CC’d just when they go down, every so often, they’ll actually manage to use vengeance. This occurs maybe 1/10 times, in an already highly unlikely scenario. But then to actually KILL another player after all that? It’s almost impossible. And certainly not worth a trait.
(edited by Dand.8231)