Sometimes earlier, I posted a thread about some changes I’d like to see to baseline Warrior. Now that a Warrior change is on the newsletter, I figured I might as well reintroduce it with some changes.
Strength
(First Line focuses on Direct Damage, Second on Low-HP Fighting/Comebacks and third is Weapon/Utility Skills)
Minor
- Reckless Dodge – Remains as is.
- Building Momentum – Remains the Same.
- Powerful Arms (Replaces Stick and Move) – Reduces cooldown on Weapon swap by 50% When you swap to Greatsword, Spear or Main-Hand Axe in combat. Damage is increased by 10% for 3s after Swapping weapons while in Combat (Regardless of Weapon). ICD: 4s.
Adept
- Death from Above – Damage and Launch enemies when you take Falling Damage. Reduces Damage from Falling by 50%. Reckless Dodge now Cripples (3s) Enemies.
- Restorative Strength – Gain Might (5 Stacks, 6s) and Vigor (4s) when you use a Healing Skill. Using a Heal Skill while below the Threshold removes 2 Conditions. Threshold: 50%.
- Collateral Damage – Critical Hits while wielding a Greatsword or Spear now deal AoE Damage around your target. Greatsword and Spear skills recharge 20% Faster. Base Damage: 208. Radius: 180. ICD: 3s.
Master
- Excessive Force (Replaces Forceful Greatsword) – Gain Might (1 stack, 6s) when you Critically Hit with a Melee Weapon. Deal 10% more Damage when you have Might Stacks over the threshold. Threshold: 10.
- Great Fortitude – Increases Vitality by 10% of your Power. While below 50% HP, Healing and Damage is increased by 15%.
- Axe Mastery (Replaces Body Blow) – Moved to Master Tier. Remains the same.
Grandmaster
- Berserker’s Power – Remains the Same.
- Second Wind (Replaces Axe Mastery) – When you strike an Enemy with a Level 3 Burst Skill, enter into Berserker’s Stance. Duration: 8s. Cooldown: 60s.
- Peak Performance (Replaces Distracting Strikes) – Physical Skills all Break Stun and are enhanced:
- Mending – Now Converts Conditions into Boons rather than removing them.
- Kick – Additionally Cripples (4s) affected Targets. Knockback distance is increased.
- Bull’s Charge – Additionally Destroys Projectiles while Charging.
- Bolas – Now also Pulls the target towards you.
- Stomp – Is now Ground-Targeted at 600 range.
- Rampage – Now Pulses Might (2 stacks, 15s) with each Pulse.
Reasoning:
Strength overall was a Spec Tree that was pretty good, but very narrow and offered limited venues for offense. There was little choice to be had as Adept, Master and Grandmaster were all dominated by a single trait in different game modes. I aimed to make things a bit more diverse, offering two distinct paths towards offense: One that is reliant on constantly pumping out damage, and one that focuses on relentless recovery so that the assault can continue on even if the Warrior is pushed to the brink.
Arms
(First Line focuses on Condition Damage, Second on Critical Hits/Fury and third on Weapon/Utility Skills)
Minor
- Precise Strikes – Remains the Same.
- Bloodlust (Moved to Master) – Remains the Same.
- Precise Arms (Replaces Rending Strikes) – Reduces Cooldown on Weapon Swap by 50% When you swap to Longbow, Harpoon Gun or Sword Main-hand in combat. Duration of outgoing Conditions is increased by 25% for 3s after swapping weapons while in combat (Regardless of Weapon). ICD: 4s.
Adept
- Body Blow (Replaces Berserker’s Fury) – Bleed (3 stacks, 4s) and Weaken (2s) An enemy when you Stun, Daze, Knock or Launch them.
- Opportunist – Striking a Crippled, Chilled or Immobilized target grants Extra Adrenaline and Fury (10s). Adrenaline: 8. ICD: 10s.
- Signet Mastery – Remains the Same.
Master
- Distracting Strikes (Moved from Strength) – Interrupting a Target causes Confusion (4 stacks, 8s).
- Deep Strike – Fury you apply grants Condition Damage. Critical Hits while under the effects of Fury have a 50% Chance to stack Vulnerability (1 Stack, 8s).
- Blademaster – Remains the same.
Grandmaster
- Furious – Remains the Same.
- Dual-Wielding – Attack Speed is increased by 15% when wielding a Sword, Axe or Mace in your Off-hand. When you critically hit while Dual-Wielding, Impale your target with your weapon, stacking Conditions over time. ICD: 15s.
- Sword – Torment (1 Stack, 6s x5)
- Axe – Vulnerability (2 stacks, 6s x5)
- Mace – Weakness (2s x5)
- Trick Arrows (Replaces Burst Precision) – Dual Shot now Bleeds (1 Stack, 4s x2) your target, while Arcing Arrow and Smoldering Arrow now Burn (1 stack, 3s) enemies struck. Longbow Skills Recharge Faster.
Reasoning:
In order to bring some more viability to this line, I decided to focus all the Condition Damage into this line so that Condition Builds for Warriors won’t have to pick out several lines where they only need a single Trait to work. I moved Body Blow and Distracting strikes here in order to open up another venue for Condition Damage builds as well, making it synergize with CC more if that’s the path the Warrior wishes to take.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |