Warrior Signet rework.

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

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(edited by Daecollo.9578)

Warrior Signet rework.

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Posted by: CrazyAce.3842

CrazyAce.3842

Not that I don’t agree 100% (because I do), but why 463 for the regeneration number? Seems kinda like a random number to me. Why not an even 400, 450, or 500?

Warrior Signet rework.

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Posted by: Lyonell.1753

Lyonell.1753

I agree with most of this, yet I would like to see something different in signet of might rather than well…might. Something that makes it worth activating, similar to old rogue’s signet that granted 150% Damage but not to such high values, maybe +50% damage for your next 3 attacks? I dunno I would like to make our utilities more…how to say it, intuitive and important than a simple spam or absurd cool down buff.

Second comment goes to Signet of healing, I say it should keep it’s current regeneration but have it’s active healing effect boosted, hell every warrior’s heal should be boosted at least 50%.

Warrior Signet rework.

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Posted by: CrazyAce.3842

CrazyAce.3842

Second comment goes to Signet of healing, I say it should keep it’s current regeneration but have it’s active healing effect boosted, hell every warrior’s heal should be boosted at least 50%.

Or at least scale with our HP or something.

We’re supposed to be the most durable class after the Guardian but even with soldier-type gear once we hit a certain HP level (typically around 50% of our total HP), we’re suddenly at an HP deficit that we’re completely unable to recover from unless we’ve put tons of gear into our healing stat, which decimates our damage output.

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Posted by: Blackhat.4016

Blackhat.4016

I really like the ideas so far but some buffs are a little over the top.

Dolyak Signet
I am absolutely fine with this buff. Kinda reminds me of Signet of Judgment.

Healing Signet
463 is a little too much imo. Currently it is at 200 if I remember correctly. I would buff the healing to 300 and increase the scaling with Healing Power. That way burst builds would not be bunker like and bunker builds would be more effective.

Signet of Fury
10% more critical chance is too strong. Instead it should increase precision by 90 (just like Signet of Agility and Signet of Fire) and the CD should be reduced to 20 or 25 seconds.

Signet of Might
10% more damage is a lot for a single utiltiy skill. Instead the CD should be reduced to 20 seconds.

Signet of Stamina
Imo you don’t need more endurance as a warrior. Opponents can kite you because of conditions which means the condition removal should be buffed. Either reduce the CD or change it to something like Signet of Resolve.

Signet of Rage
I am not sure about the passive. Although I like it it does not improve the current situation. I would most likely keep the old passive and change the active part. Reduce the CD to 30 seconds and the fury, might, and swiftness duration to 15 or 20 seconds. Boon removals would be less effective against warriors without making them completely useless.

Signet Mastery
Way too strong even for a grandmaster trait. You would only need 30 points to get all those huge buffs. Instead I would change the trait to this:

Signets recharges 20% faster. All signets have no casting time.

That way you could use the signets during combat which means you can stick to your target more easily without having to wait. I am not sure if it should be an Adept or Master trait though.

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Posted by: Phira.3970

Phira.3970

Do you realize how much +10% dmg?

At 1000 power, that is +100 power

At 2000 power, that is +200 power

At 3000 power, that is +300 power.

And +10% crit. chance at lvl 80 is equal to 240 precision.


+5% damage is more fair cutting effective power you get in half.

With +5% dmg, would look something more like:

at 1000 power -> +50 power
at 2000 power -> +100 power
at 3000 power -> +150 power

With Signet Passive trait buff, it should then be to 7.5%+ dmg
(though this is arguably overpowered but I am for overpowered Warriors).

+7.5% dmg giving:

+1000 power -> +75 power
+2000 power -> +150 power
+3000 power -> +225 power


Additionally, +dmg% is not equal to +crit%. In most cases, +dmg% is giving a lot more effective power, which is why Signet of Might only gives +70 power compared to Signet of Fury giving +90 precision.

At 3000 power, 100% crit dmg., +75% crit. chance, +10% crit. chance gives only an effective power of 180. It’s almost as half as week than +dmg% so +crit. chance should be about 1/3 to 1/2+ more stats than +dmg%.

Something like +10% damage and +13% crit. chance or +14% crit. chance would be more equal.

(edited by Phira.3970)

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Posted by: vapor.5390

vapor.5390

yea was thinking the same, ridicilous numbers, absolutely ridicilous.
Why not just make warrior immune to damage with 1500range instant finger of fcing death.
and 75% endurance regeneration, really,really?

(edited by vapor.5390)

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Well, the thing about it is.

The Warrior is sacrificing stun removals, banners, all buffs and boons, all special abilities to be a truck. (if he gets all the signets.)

Each one should be a significant buff you wanna sacrifice a utility slot for.

463 healing per second isn’t much, its the same amount of healing other classes get in there ‘6’ ability.

Its powerful, because if a warrior does get all signets. He has no condition removal, no stun removal, no team buffs.

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(edited by Daecollo.9578)

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Posted by: peter.9024

peter.9024

I think a good change would be:
Signet mastery: activating a signet does not remove passive effects (works with deep strike)

Skullclamp

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Posted by: Tammuz.7361

Tammuz.7361

actually true, guardians can pretty easily get 460ish/sec in thier healing with just their 6…

The ONLY way to do this with a warrior right now requires you to be shout heal build (30 points into tactics) and have ALL your utility slots taken up by shouts.

Of course this may have somthing to do with why this is the only viable build in wvw at the moment.

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Posted by: Leo G.4501

Leo G.4501

I’d rather they improve the actives, improve the trait for the passive effect and add an extra trait somewhere that gives you some effect when you use a signet like other professions get.

Dolyak Signet
Passive: Same as now.
Active: Gain stability (8s). Improves boon duration and lowers duration of conditions on you (15s)

Healing Signet
Passive: Maybe improved a bit.
Active: Heal yourself. Improves healing power, 10% Toughness and 10% Vitality become a bonus to Healing power (20s).

Signet of Fury
Passive: Possibly a bit more precision, like 120.
Active: Gain adrenaline. Go on a rampage for every bar of adrenaline used(15s). Each bar of adrenaline grants 2sec of rampage. Rampage = grow larger and red, gain stability, gain 25% bonus to power and HP. Note: you can still use your own weapon skills, not the ones you get during Rampage.

Signet of Might
Passive: Should also improve condition damage.
Active: Gain might. 10% of Power and 10% of Condition Damage is given as a bonus to Toughness (15s).

Signet of Stamina
Passive: Same as it is now.
Active: Cure all conditions. Gain a 2.5% bonus to all stats for each condition removed (15s)

Signet of Rage
Passive: Same as now.
Active: Gain fury, might, and swiftness. Share fury with allies around you.

For a trait that activates effects on use of a signet, perhaps something in the defensive line called Fighter’s Guard, block attacks for 1.5sec after using a signet.

(edited by Leo G.4501)

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Posted by: Olba.5376

Olba.5376

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

The ideas are good, the numbers are bad.

  • By boosting Dolyak Signet that much, you pretty much make Balanced Stance useless. Especially with Signet Mastery.
  • What’s with the Healing Signet? Why 463?
  • 10% crit chance as a passive is ridiculously powerful. Warriors already get the higher crit chance due to permanent Fury, so adding to that isn’t really a good thing. Make it 5% or something, that’d do.
  • 10% out-going damage is massive, as is evident by the fact that we have Master-level traits that give that much. Having it as a passive would be ridiculous. Make it 5%.
  • Why 50% on Signet of Stamina?
  • Your Signet of Rage is out of control.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

I’m not even going to bother mentioning how insane these are.

Also, I think you’re going at it the wrong way. They should boost the active effects, rather than the passives. Granted, there are some signets in the game that have great passives so you never use the active effects. But that’s not really how you want to design them. For example:

  • No one uses Dolyak Signet for the stability because of the long cooldown and lack of stunbreaking in comparison to Balanced Stance. This is where you should improve the passive effect to make it more appealing to keep, as its not like you’ll be spamming stability.
  • No one uses Signet of Might because For Great Justice is superior in all regards.
  • No one uses Signet of Fury because a lot of our adrenaline skills are lackluster. And we already get high crit so the passive is wasted.
  • People use Signet of Rage and Signet of Stamina a lot as it is. However, the active effect of Signet of Rage is so good that the passive is barely ever active on anyone who isn’t afk, so that might need some looking into.

(edited by Olba.5376)

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

The ideas are good, the numbers are bad.

  • By boosting Dolyak Signet that much, you pretty much make Balanced Stance useless. Especially with Signet Mastery.
  • What’s with the Healing Signet? Why 463?
  • 10% crit chance as a passive is ridiculously powerful. Warriors already get the higher crit chance due to permanent Fury, so adding to that isn’t really a good thing. Make it 5% or something, that’d do.
  • 10% out-going damage is massive, as is evident by the fact that we have Master-level traits that give that much. Having it as a passive would be ridiculous. Make it 5%.
  • Why 50% on Signet of Stamina?
  • Your Signet of Rage is out of control.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

I’m not even going to bother mentioning how insane these are.

Also, I think you’re going at it the wrong way. They should boost the active effects, rather than the passives. Granted, there are some signets in the game that have great passives so you never use the active effects. But that’s not really how you want to design them. For example:

  • No one uses Dolyak Signet for the stability because of the long cooldown and lack of stunbreaking in comparison to Balanced Stance. This is where you should improve the passive effect to make it more appealing to keep, as its not like you’ll be spamming stability.
  • No one uses Signet of Might because For Great Justice is superior in all regards.
  • No one uses Signet of Fury because a lot of our adrenaline skills are lackluster. And we already get high crit so the passive is wasted.
  • People use Signet of Rage and Signet of Stamina a lot as it is. However, the active effect of Signet of Rage is so good that the passive is barely ever active on anyone who isn’t afk, so that might need some looking into.

The active effects of other abilities should be boosted. Signets are there for there active effects, not there passives.

They are insane because of what you give up for them, like minions and turrets you give up your stun breakers and other things for powerful passive effects.

If a warrior does take signets, he gives up ALL stun breakers and condition removal. Of course this means the signets have to be /good/ to compensate, otherwise why would you give those up?

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Posted by: Leo G.4501

Leo G.4501

If a warrior does take signets, he gives up ALL stun breakers and condition removal. Of course this means the signets have to be /good/ to compensate, otherwise why would you give those up?

Where is it stated that to use signets, you have to ONLY use signets?

Honestly, signets should be designed to be GOOD click powers when you use them, but when you don’t, they still do something.

I’d probably say Ranger signets so far are my favorite except you need a grandmaster trait to make them ‘just right’. Having strong effects but longer cooldowns and moderate watered-down passives feels perfect to me.

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Posted by: Olba.5376

Olba.5376

The active effects of other abilities should be boosted. Signets are there for there active effects, not there passives.

Wait a second, are you asking for boosts to all the skills, just so that your signet passive improvement wouldn’t look so overpowered?

If a warrior does take signets, he gives up ALL stun breakers and condition removal. Of course this means the signets have to be /good/ to compensate, otherwise why would you give those up?

Well that’s the thing.

  • Signet of Might will never compare to Signet of Rage or For Great Justice.
  • Signet of Fury is usurpsed by traits that give good adrenaline regen, and again, our permanent Fury.
  • Dolyak Signet has a direct comparison with Balanced Stance. You could see the rather obvious improvements there: lower the CD and make Dolyak a stunbreaker.
  • Signet of Fury has a ridiculously strong active in comparison to the passive. Boost the passive and make it so that it results in not losing adrenaline when out of combat and you’re golden.
  • Signet of Stamina is already used by tons of people, I’m not sure that it needs any improvements.
  • Healing Signet needs to be boosted for higher levels, that much I agree on.

Let me give you an example: A warrior with your Signet Mastery/Signet of Rage/Signet of Fury, with Deep Strike, For Great Justice and full berserker gear would end up with 79% crit rate and 62% crit dmg. Drop in 0/30/0/0/30 and you end up with 94% crit rate and 92% crit dmg. Now you could just drop in 4 Ruby Orbs into the armor and a single Sigil of Accuracy for 100% crit rate and 100% crit dmg. And that’s way overpowered.

(edited by Olba.5376)

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Posted by: Daecollo.9578

Daecollo.9578

The active effects of other abilities should be boosted. Signets are there for there active effects, not there passives.

Wait a second, are you asking for boosts to all the skills, just so that your signet passive improvement wouldn’t look so overpowered?

If a warrior does take signets, he gives up ALL stun breakers and condition removal. Of course this means the signets have to be /good/ to compensate, otherwise why would you give those up?

Well that’s the thing.

  • Signet of Might will never compare to Signet of Rage or For Great Justice.
  • Signet of Fury is usurpsed by traits that give good adrenaline regen, and again, our permanent Fury.
  • Dolyak Signet has a direct comparison with Balanced Stance. You could see the rather obvious improvements there: lower the CD and make Dolyak a stunbreaker.
  • Signet of Fury has a ridiculously strong active in comparison to the passive. Boost the passive and make it so that it results in not losing adrenaline when out of combat and you’re golden.
  • Signet of Stamina is already used by tons of people, I’m not sure that it needs any improvements.
  • Healing Signet needs to be boosted for higher levels, that much I agree on.

Let me give you an example: A warrior with your Signet Mastery/Signet of Rage/Signet of Fury, with Deep Strike, For Great Justice and full berserker gear would end up with 79% crit rate and 62% crit dmg. Drop in 0/30/0/0/30 and you end up with 94% crit rate and 92% crit dmg. Now you could just drop in 4 Ruby Orbs into the armor and a single Sigil of Accuracy for 100% crit rate and 100% crit dmg. And that’s way overpowered.

Um, I can get 100% critical chance and damage without all that already. With just the 9% Critical Chance from adrenaline.

Its not overpowered, I die pretty easilly, even with that build in SPVP.

It has no condition removal, and no tankyness.

Most poeple would just throw up an ignore damage button and kill you before you can do anything, you have absolutely no survivability.

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(edited by Daecollo.9578)

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Posted by: Lorelei.3918

Lorelei.3918

I want one thing for signets. It’s the trait eles have..

“Signet passives persist even while signet is on CD.”

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Posted by: Blackhat.4016

Blackhat.4016

The ele trait is really nice. The sad thing is nobody uses the trait or signets because the ele signets are really bad (except for Signet of Fire imo).

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Posted by: Leo G.4501

Leo G.4501

The ele trait is really nice. The sad thing is nobody uses the trait or signets because the ele signets are really bad (except for Signet of Fire imo).

This is why they have that trait

You don’t want that trait. If you get that trait, expect your signets to be as exciting as…

  • A 20sec cooldown single target blind or a passive 25% speed buff when you can already achieve perma-swiftness with nothing but a single button press.
  • A 30sec cooldown 3s immobilize or a passive 90 toughness.
  • A 30sec cooldown 4s chill or a passive condition removal every 10 seconds when you have condition removal every time you stack regen, swap to water, dodge or they simply fall off you while you channel your heal.

Signet of fire isn’t bad especially if you do a good amount of condition damage. If it weren’t for ‘x effect when using x signet’ + this trait + their signet heal, they’d probably be contenders for the worst signets in the game.

They’ll just have to settle for ‘almost as worst as Warrior signets if untraited’ for now

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Posted by: oZii.2864

oZii.2864

I believe olba is correct you the problem with the signets is that they offer things we already can get through traits for the most part. Signet of Rage and Stamina are probably our best signets. I don’t think Stamina needs a change if anything a slight boost to the endurance regen maybe 40%.

Signet of Rage active is awesome the passive not so much but when you look at the passive the problem comes in when you take signet mastery which alot of people do. The passive really doesn’t take effect most times unless your not paying attention.

I am kind of on the fence about SOR passive I think maybe a trade off would be better. Like you get the equivalent of the 175 power (5 might stacks) for the passive so you always have that extra damage. If you want the fury and swiftness you activate. Then it kind makes signet of might useless.

Thats pretty much the main problem with the signets is the overlap. Dolyak signet doesnt get used because balance stance is way better and no one really cares about the +90 toughness you get from dolyak. Maybe a boost to dolyak for +175 tougness would be more appealing.

I understand Daecollo intent is to make the signets more attractive.

[Good Fights]Sinndicate{Ele}Sinactic{Engineer}
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Posted by: Daecollo.9578

Daecollo.9578

I believe olba is correct you the problem with the signets is that they offer things we already can get through traits for the most part. Signet of Rage and Stamina are probably our best signets. I don’t think Stamina needs a change if anything a slight boost to the endurance regen maybe 40%.

Signet of Rage active is awesome the passive not so much but when you look at the passive the problem comes in when you take signet mastery which alot of people do. The passive really doesn’t take effect most times unless your not paying attention.

I am kind of on the fence about SOR passive I think maybe a trade off would be better. Like you get the equivalent of the 175 power (5 might stacks) for the passive so you always have that extra damage. If you want the fury and swiftness you activate. Then it kind makes signet of might useless.

Thats pretty much the main problem with the signets is the overlap. Dolyak signet doesnt get used because balance stance is way better and no one really cares about the +90 toughness you get from dolyak. Maybe a boost to dolyak for +175 tougness would be more appealing.

I understand Daecollo intent is to make the signets more attractive.

Lets take two untraited utility skills and compare them stat by stat in a group situation!

Dolyak Signet: +90 toughness.
Banner of Defense: 850 Toughness, 850 Vitality.
Whats better?

Signet of Fury: +90 Precision
Banner of Discipline: +850 Precision, +75% Critical Damage.
Whats better?

This is why Signets need a significant improvement, there is NO reason to take signets for what they are meant to be for, there passives. Actives are something you use in an emergency.

Now lets compare a fully traited banner (not even the best one.) to a fully traited Healing Signet.

Healing Signet: +40 precision, 200 healing per second.
Banner of Tactics: +850 Healing Power, 755 healing per second.
(151 heals per second, 170 healing power alone.)

Banner of Tactics is a BETTER healing spell then the ‘6’ Ability!

Signets need buffed, this alone shows you that they do. Significantly.

One fully traited Banner of Discipline banner is better then having ALL ‘5’ Signets. Isn’t that rather pathetic?

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(edited by Daecollo.9578)

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Posted by: oZii.2864

oZii.2864

Yea I agree they do need a buff. The banners come with the fact that you have stay by them though so that is a draw back of banners.

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Posted by: Daecollo.9578

Daecollo.9578

Yea I agree they do need a buff. The banners come with the fact that you have stay by them though so that is a draw back of banners.

That isn’t much of a drawback unless your running away.

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Posted by: Leo G.4501

Leo G.4501

Banner of Defense: 850 Toughness, 850 Vitality.

Banner of Discipline: +850 Precision, +75% Critical Damage.

Banner of Tactics: +850 Healing Power, 755 healing per second.

Banner of Tactics is a BETTER healing spell then the ‘6’ Ability!

Stop.

Stop lying.

Stop spouting false information.

Stop giving half truths.

Stop ignoring facts.

480 stat buff is not the same as 170 stat buff to 5 people. Don’t add trait effects to one comparison then ignore it in another. Don’t propose how a skill is ‘suppose to be’ used to completely sidestep the concept of said skill to give your argument the illusion of weight. Honestly, I think it’s just pushing people away from even bothering to discuss anything with you. Banner of Tactics is ‘better’ than a heal skill? Hah…better at what?

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Posted by: Daecollo.9578

Daecollo.9578

Banner of Defense: 850 Toughness, 850 Vitality.

Banner of Discipline: +850 Precision, +75% Critical Damage.

Banner of Tactics: +850 Healing Power, 755 healing per second.

Banner of Tactics is a BETTER healing spell then the ‘6’ Ability!

Stop.

Stop lying.

Stop spouting false information.

Stop giving half truths.

Stop ignoring facts.

480 stat buff is not the same as 170 stat buff to 5 people. Don’t add trait effects to one comparison then ignore it in another. Don’t propose how a skill is ‘suppose to be’ used to completely sidestep the concept of said skill to give your argument the illusion of weight. Honestly, I think it’s just pushing people away from even bothering to discuss anything with you. Banner of Tactics is ‘better’ than a heal skill? Hah…better at what?

I’m not lieing or spreading false truths, I specifically said /in a group situation/. Maybe you should learn to pay attention?

The funny thing is, you completely backed up the point I was trying to make about how bad our signets are!

This discussion is about how bad signets are compared to other skills we have, since banners are the closest thing we have to signets I simply compared them to that.

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(edited by Daecollo.9578)

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Posted by: Leo G.4501

Leo G.4501

I’m not lieing or spreading false truths, I specifically said /in a group situation/. Maybe you should learn to pay attention?

And again, 480 is not the same as 170 (5 target cap).

Accumulative stats over a team is a pointless fact. Same as if something had no target cap but buffed for 10 stats. OMG it buffs for infitity!! Yeah, 10 stats is still useless.

The funny thing is, you completely backed up the point I was trying to make about how bad our signets are!

And I’m not trying to lie about other skills/utilities while doing it.

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Posted by: Daecollo.9578

Daecollo.9578

I’m not lieing or spreading false truths, I specifically said /in a group situation/. Maybe you should learn to pay attention?

And again, 480 is not the same as 170 (5 target cap).

Accumulative stats over a team is a pointless fact. Same as if something had no target cap but buffed for 10 stats. OMG it buffs for infitity!! Yeah, 10 stats is still useless.

The funny thing is, you completely backed up the point I was trying to make about how bad our signets are!

And I’m not trying to lie about other skills/utilities while doing it.

Accumulative stats across the team isn’t useless at all, its great if you have a team you set up yourself. Quit being or living in denial please.

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Warrior Signet rework.

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Posted by: Leo G.4501

Leo G.4501

Accumulative stats across the team isn’t useless at all,

Read what I said: “Accumulative stats across a team is a pointless fact

That Banners can provide a cumulative bonus of 480 is pointless and misleading because it can only buff 170 at most. What your words imply is, Banners will provide 480 stats for a team. That is a lie. It provides 170 points to each teammate.

Quit being or living in denial please.

Perhaps when you make clear points and stop glossing over vital information.

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Accumulative stats across the team isn’t useless at all,

Read what I said: “Accumulative stats across a team is a pointless fact

That Banners can provide a cumulative bonus of 480 is pointless and misleading because it can only buff 170 at most. What your words imply is, Banners will provide 480 stats for a team. That is a lie. It provides 170 points to each teammate.

Quit being or living in denial please.

Perhaps when you make clear points and stop glossing over vital information.

Yes, but those /stats/ add up to a LOT.

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Warrior Signet rework.

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Posted by: devaking.2397

devaking.2397

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Warrior Signet rework.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

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(edited by Daecollo.9578)

Warrior Signet rework.

in Warrior

Posted by: SwickHobo.5096

SwickHobo.5096

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

No but using both as well as the perma fury, and the crit percentage trait based on your addren. You could achieve what, 4+8+15+9+20=56% crit chance with soldiers. That seems pretty OP to me….. Your need to think about how your suggestions will effect other skills traits and utilities before you deem them balanced.

Honestly signets will never have a place on a warriors bar as long as the passive effect remains a pure stat based bonus. Banners will now always have a higher stat bonus as they are a pain in the kitten to carry and micromanage at all times. So they have a higher upside. They’re gonna need to get creative to work something out. Like:

Dolyak Signet:
Passive: The next time you are stunned, shake it off (Internal CD of 30 seconds)
Active: Grants immunity to cripple/chills/immobilizes for 12 seconds

There’s no reason as to why each signet needs to give a passive stat boost.

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

No but using both as well as the perma fury, and the crit percentage trait based on your addren. You could achieve what, 4+8+15+9+20=56% crit chance with soldiers. That seems pretty OP to me….. Your need to think about how your suggestions will effect other skills traits and utilities before you deem them balanced.

Honestly signets will never have a place on a warriors bar as long as the passive effect remains a pure stat based bonus. Banners will now always have a higher stat bonus as they are a pain in the kitten to carry and micromanage at all times. So they have a higher upside. They’re gonna need to get creative to work something out. Like:

Dolyak Signet:
Passive: The next time you are stunned, shake it off (Internal CD of 30 seconds)
Active: Grants immunity to cripple/chills/immobilizes for 12 seconds

There’s no reason as to why each signet needs to give a passive stat boost.

So basicly, Dolyak signet is now just a WEAKER (by a lot.) version of a skill and trait that we already have?

Also, how is that even a passive effect? All you have to do is wait for shrug it off to go off and use the clicky twice.

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(edited by Daecollo.9578)

Warrior Signet rework.

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Posted by: SwickHobo.5096

SwickHobo.5096

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

No but using both as well as the perma fury, and the crit percentage trait based on your addren. You could achieve what, 4+8+15+9+20=56% crit chance with soldiers. That seems pretty OP to me….. Your need to think about how your suggestions will effect other skills traits and utilities before you deem them balanced.

Honestly signets will never have a place on a warriors bar as long as the passive effect remains a pure stat based bonus. Banners will now always have a higher stat bonus as they are a pain in the kitten to carry and micromanage at all times. So they have a higher upside. They’re gonna need to get creative to work something out. Like:

Dolyak Signet:
Passive: The next time you are stunned, shake it off (Internal CD of 30 seconds)
Active: Grants immunity to cripple/chills/immobilizes for 12 seconds

There’s no reason as to why each signet needs to give a passive stat boost.

So basicly, Dolyak signet is now just a WEAKER (by a lot.) version of a skill and trait that we already have?

You completely missed the point of my post. The point was that you need to get creative to make signets work. Stats aren’t gonna work. My idea may not be the best but considering it was literally thought up on the spot with next to no thought it was good enough to prove my point, or so i thought. But i have a feeling all u read was the “suggestion”.

Also, dolyak signet is now just a weaker (by a lot) version of balanced stance. The trait also goes off on a condition application not a stun. quite a big difference. Would also love to know what skill gives immunity to chill/cripple/immobilize. Wouldn’t mind using that myself.

Edit: in response to your edit.
Accepting or allowing what happens or what others do, without active response or resistance.

That’s the definition of passive. Sigils that proc on crit have an internal CD and are still passive effects at least in my eyes.

(edited by SwickHobo.5096)

Warrior Signet rework.

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Posted by: devaking.2397

devaking.2397

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.

You would need atleast 30 in Discipline and 10 in vitality to get that. Since the signet trait I described would be a grandmaster one.

You also need atleast 10 points in vitality to get banners to last forever. So yes, if you do use 40 points, you should get something that powerful.

30 points in the precision tree alone gets 15% Critical Chance.

Please use your brain a little, this isn’t free.

I mean, not having points in the power tree alone makes you lose a lot of damage.

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Warrior Signet rework.

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Posted by: devaking.2397

devaking.2397

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.

You would need atleast 30 in Discipline and 10 in vitality to get that. Since the signet trait I described would be a grandmaster one.

You also need atleast 10 points in vitality to get banners to last forever. So yes, if you do use 40 points, you should get something that powerful.

30 points in the precision tree alone gets 15% Critical Chance.

Please use your brain a little, this isn’t free.

I mean, not having points in the power tree alone makes you lose a lot of damage.

30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs working

Warrior Signet rework.

in Warrior

Posted by: Daecollo.9578

Daecollo.9578

Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.

Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.

Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.

Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.

Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.

Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.

Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.

Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.

uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.

Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.

Guess that is overpowered.

dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.

You would need atleast 30 in Discipline and 10 in vitality to get that. Since the signet trait I described would be a grandmaster one.

You also need atleast 10 points in vitality to get banners to last forever. So yes, if you do use 40 points, you should get something that powerful.

30 points in the precision tree alone gets 15% Critical Chance.

Please use your brain a little, this isn’t free.

I mean, not having points in the power tree alone makes you lose a lot of damage.

30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs working

I can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.

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Warrior Signet rework.

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Posted by: Olba.5376

Olba.5376

30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs working

I can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.

Just because it’s doable now does not mean that it should be made even easier.

10% crit chance is equal to 210 Precision. You get a total of 224 to any minor attribute from a full set of armors. So you would see Warriors running around with full Valkyrie armor, rather than the current Berserker sets. Might not sound like much, but the 224 vitality would give the warriors ~12% more hp. And that’s a lot.

That would make it less of a signet boost and more of an overall class boost. Which would mean that you would have to look at every other class in comparison and that would be rather off-topic.

(edited by Olba.5376)

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs working

I can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.

Just because it’s doable now does not mean that it should be made even easier.

10% crit chance is equal to 210 Precision. You get a total of 224 to any minor attribute from a full set of armors. So you would see Warriors running around with full Valkyrie armor, rather than the current Berserker sets. Might not sound like much, but the 224 vitality would give the warriors ~12% more hp. And that’s a lot.

That would make it less of a signet boost and more of an overall class boost. Which would mean that you would have to look at every other class in comparison and that would be rather off-topic.

We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.

I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.

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(edited by Daecollo.9578)

Warrior Signet rework.

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Posted by: Olba.5376

Olba.5376

We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.

I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.

We can get condition removals with Superior Rune of Soldier and/or a Warhorn. Or Mending. Or Signet of Stamina. Just because a GS build running 12 divinity runes, bull’s charge, balanced stance and endure pain has no condition removal doesn’t mean we are completely without it.

As for the HP, it’s not about whether it’s a lot, it’s about what it allows us to do. No other class in the game could possibly even dream of getting 100% crit rate, massive crit dmg% and 20k+ hp.

Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.

I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.

We can get condition removals with Superior Rune of Soldier and/or a Warhorn. Or Mending. Or Signet of Stamina. Just because a GS build running 12 divinity runes, bull’s charge, balanced stance and endure pain has no condition removal doesn’t mean we are completely without it.

As for the HP, it’s not about whether it’s a lot, it’s about what it allows us to do. No other class in the game could possibly even dream of getting 100% crit rate, massive crit dmg% and 20k+ hp.

I’m sorry, but using items to get “condition removal.” is exactly like saying Omnomberry Pie makes axe ‘5’ good because it made us heal a lot.

You can’t compare traits to items, because that just prooves how underwhelming our class and traits really are because we /have/ to make it up for it with items.

Guardian can use sigils of generosity/runes of the soldier too, try a new one.

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Warrior Signet rework.

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Posted by: Daecollo.9578

Daecollo.9578

THANK YOU FOR LISTENING TO MY IDEA.

Doubling the signets will really fix them!

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