(edited by Dand.8231)
Warrior Sustain Brainstorming Thread
Imo the warrior sustain and condition removal are depending on you actually hitting your enemy too much.
Since warriors can be kited all day you loose both – damage and sustain. If you change the heals and condition removals to be less situational (if you hit your enemy they are ok, if not they are useless) warriors would have more sustain and in the end they would be able to hit the opponent more often as well.
That’s just what I can tell you from playing against them multiple times and playing my warrior from time to time. More expierenced players should be able to find some fitting ideas to solve this problem.
These are all pretty good ideas, and not overpowered like every other suggestion I’ve seen on the forums recently. The main points for me are:
- Provide Protection in SOME way. It’s silly that a melee-focused class like the warrior doesn’t have access to protection, in any way. I understand that Guardians should have the most access, because their role is defensive buffs, and they have low HP. I also understand that’s why Elementalists have access to it as well. Those 2 classes can keep Protection up permanently, with the right builds, and that’s fine. But it’s ridiculous to me that every other class has reliable access to protection, and Warrior is the ONLY class that doesn’t. I don’t care that we have high HP and heavy armor. Armor in this game means nothing, since low armor classes can supplement with toughness and end up with higher overall defense than a heavy armor class. Just give us some short duration protection, even if it’s situational, PLEASE.
- The Defense Adept Minor trait “Thick Skin” needs to be changed. It’s a terrible trait and counter-intuitive to the entire Warrior class. +100 toughness when over 90% health? So I should stay out of combat to keep my armor at max? Or it will reduce 1 hit by like 2% when I first engage in combat? Ridiculous.
- All Tactics Minor traits need to be reworked. Every one of them is bad. I would like to see a grandmaster trait that does something like “When you gain a bar of adrenaline (or when you use a burst skill, could work either way), share 1 of your boons (or 1/2/3 if spending adrenaline) with nearby allies.” Give us more abilities to support our team in the tactics line, to keep them from dying in the first place. Don’t give us crappy reviving bonuses…those types of things are all wastes of space imo.
I love these ideas, a lot of them are like my own!
Healing Signet:
Love it, I would add a new heal like IWAY, except change it to be more of a healing spell, maybe less of a rez.
http://wiki.guildwars2.com/wiki/%22I_Will_Avenge_You!%22
Defensive Bursts:
Not good enough, It needs to have another effect such as.
2 seconds of protection per bar, 2 seconds of regeneration per bar, immunity to blinds for 3 seconds after activating your burst skill. _(This means it would mesh well with cleansing ire.)
Vital Surge
Stability instead of regeneration.
https://twitter.com/TalathionEQ2
Not good enough, It needs to have another effect such as.
2 seconds of protection per bar, 2 seconds of regeneration per bar, immunity to blinds for 3 seconds after activating your burst skill. _(This means it would mesh well with cleansing ire.)
I have a bad feeling that’d be OP though.
I’d rather just have 1.5 seconds of prot. And it’d be nice if cleansing ire activated BEFORE the burst skill.
I often run into the issue where I have 2-3 conditions, and “ShakeItOff” removes the bleed or confusion instead of the blind or cripple I need gone to land my burst…. it’s a catch 22.. I need to land my burst to clear condis, and I need to clear condi’s to land my burst. I think I’ll edit my post to include cleansing ire.
Which came first, the condition chicken or the burst egg? :p
Not good enough, It needs to have another effect such as.
2 seconds of protection per bar, 2 seconds of regeneration per bar, immunity to blinds for 3 seconds after activating your burst skill. _(This means it would mesh well with cleansing ire.)I have a bad feeling that’d be OP though.
I’d rather just have 1.5 seconds of prot. And it’d be nice if cleansing ire activated BEFORE the burst skill.
I often run into the issue where I have 2-3 conditions, and “ShakeItOff” removes the bleed or confusion instead of the blind or cripple I need gone to land my burst…. it’s a catch 22.. I need to land my burst to clear condis, and I need to clear condi’s to land my burst. I think I’ll edit my post to include cleansing ire.
Which came first, the condition chicken or the burst egg? :p
Other classes don’t need to read the enemies mind to perform there abilities, I’m sorry but its not OP, just lazy like the other classes abilities. We have to much proactive stuff already and blind needs a counter.
https://twitter.com/TalathionEQ2
Cleansing Ire is just plain implemented wrong. It should remove 1 condition each time you gain a bar of adrenaline, instead of 3 conditions when you burst (as many people have recommended).
Over time, it will remove the same number of conditions, and it still requires you to use a burst skill to empty your bar, so you can clear more conditions. But it would alleviate the whole blind issue by allowing you to potentially clear it before bursting. It would also synergize well with some of the utilities and traits that gain adrenaline.
It should remove 1 condition each time you gain a bar of adrenaline, instead of 3 conditions when you burst
Agreed.
15 chars
Better idea, why doesn’t Anet look at making an F2 busrt skill that when activated uses all the adrenaline and removes a condition per bar of adrenaline built up. Set the recharge at 30 seconds, have the recharge be reduced by Discipline traitline, have burst mastery trait affect how much adrenaline is used when activating, and change Cleansing Ire give 3 seconds of regeneration for each condition removed using F2 burst. Name this new burst skill something like Imdomitable Will. Would give a more tactical use to adrenaline as well since do you use it for offensive or save for removing conditions/regen if traited.