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(edited by Daecollo.9578)
Increase of increasing burst damage, it could add sustain.
Warrior is healed for 0.1% every second, per trait point spent.
This would add a unique play-style for the Warrior, the longer the fight goes the more in favor it goes to the Warrior, however it favors a more tanky play-style rather then the usual “Kill it before it kills you” play-style the Warrior has.
It would go well with what the warrior as advertised as “We want the Warrior to have a sturdy body” the problem is the stable body part, they not only have lack of condition removal, but a weak body due to lack of protection or boons.
(edited by Daecollo.9578)
thats full heal in a little over 14seconds, too strong
Daecollo needs his own sub forum =D
Not really unique adding yet another regen though, seeing there’s adrenal health(regen, and basically does pretty much exactly what your are suggesting) healing signet(regen), and banner(regen).
Daecollo needs his own sub forum =D
Not really unique adding yet another regen though, seeing there’s adrenal health(regen, and basically does pretty much exactly what your are suggesting) healing signet(regen), and banner(regen).
Yes, a troll only sub forum only for him
thats full heal in a little over 14seconds, too strong
Well it is a full heal in 33.3333333324 seconds.
However, its not really a healing ability. Its the Warriors own regeneration.
So the warrior would have more passive heals than a guardian? Won’t be happening.
So the warrior would have more passive heals than a guardian? Won’t be happening.
Guardians have more then just passive heals.
Yeah, but the change you proposed doesn’t need any healing power at all to be useful. Guardian bunker often run much over 1k healing power sacrificing a huge amount of damage in exchange.
Yeah, but the change you proposed doesn’t need any healing power at all to be useful. Guardian bunker often run much over 1k healing power sacrificing a huge amount of damage in exchange.
Guardian Bunker does not need healing power.
well i agree that ANOTHER passive heal would not fit the warrior class as their meant to be alot more "bull"sy (and guardians only have 1 passive built in regen, so do eles, why should warriors get more natural sustain)
but i personally AM a fan of sustain. so how about a heal based on the amount of adrenaline spent (per point invested) or even just a trait, revamped. could offer some serious deviation to the 30 vitality trait builds that seek sustain and instead try manage the use of adrenaline to keep yo kitten alive?
Warriors don’t have the extra 48% damage reduction guardians have.
Warriors can’t remove 3 conditions every 10 seconds, and then convert all there conditions into boons.
3% HPS seems big, but they don’t have high damage reduction or condition removal. Infact we have little to none.
(edited by Daecollo.9578)
An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.
X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.
agreed, but warriors are meant to be played actively (hack n slash and brutality come to mind) whilst guardians are allowed to gain alot more passive effects. (similar to thiefs of the medium armor classes.
therefore, if at all, i htink it should simply be a % of health gained per adrenaline used, per trait point invested. this would allow for nice management between the passive regen based on adrenaline trait and the healing bonus from spending your adrenaline.
An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.
X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.
That is not really sustain, that is pretty much burst and way too uncommon of one.
Warriors atm are way too much about burst, if you add even more burst to a burst class, what you have left is a class with little to no staying power. If it has little to no staying power you can pretty much leave it out of the fight like thief is.
An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.
X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.
That is not really sustain, that is pretty much burst and way too uncommon of one.
Warriors atm are way too much about burst, if you add even more burst to a burst class, what you have left is a class with little to no staying power. If it has little to no staying power you can pretty much leave it out of the fight like thief is.
This is what warriors mean’t to be, want good sustain? go roll a guardian and go next door please.
An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.
X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.
That is not really sustain, that is pretty much burst and way too uncommon of one.
Warriors atm are way too much about burst, if you add even more burst to a burst class, what you have left is a class with little to no staying power. If it has little to no staying power you can pretty much leave it out of the fight like thief is.
This is what warriors mean’t to be, want good sustain? go roll a guardian and go next door please.
Warriors are defined to have a “Strong.” body. Warriors are begging for sustain.
Then let them receive less damage based on the amount of points spent (not too much, say 0.3% per point).
We complain about this every day.
just one for sure, we need another thing, not 3% burst dmg with 30 points in discipline!
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