Does anyone else feel like they have no real team utility? Keep in mind im mostly talking about dungeons.
On my ele i feel like i can support/help my team in tons of ways with a lot of different builds.
On my engi i feel like i can support/help my team in tons of ways with a lot of different skills and kits.
On my necro i feel like i can support/help my team in tons of ways with a lot of different combo fields and soft cc (chilling blinding fear) conditions.
As a warrior i feel like i can… not really do any of those things. I feel like i do damage and i enhance the damage of my party with FGJ and maybe a banner but i really dont feel like my utility skills bring very much… utility. I understand it is hard to design something for a truly brute force physical class to be uniquely inventive and utilitarian but i just feel like our skills (utility ones) have SO much overlap and dont bring very much to a team.
Healing shouts and the #2 on banners are both useful but they just bring extremely linear support paths that dont feel like they REALLY influence combat.
I mainly feel this way in dungeons, although in pvp our lack of condition removal just gets us crippled and kited. Since knockaround is much more useful in spvp unless stability is up we have more utility there
Banners are kind of… bad
Physical skills have 3 hard ccs Knockdown, knockback, blow out (which are near useless on bosses).
I just look at a lot of my utilities and kitten so…. i dont feel like any of these make me much more useful to the team with the exception of my banners which are clunky and barely functional.
Here are some suggestions:
Traits!
-Each time you block an attack you gain 3 seconds of protection.
Skills!
Berserker Stance: Remove 1 condition per NOT full bar of adrenaline you have at the time of use.
Stomp: Leave a smokecombo field due to dust/dirt being blasted up into the air. Do the same for our Hammer Burst ability
Place a blind on Warhorn #4 in combination with the swiftness like the #5 has a defensive / offensive application (vigor/weakness).
Kick: Strips 1-2 boons (a little more cool down to compensate?)
To Generally improve banners: (increase aoe radius by 30%, banners can be picked up and placed on your back, being the new #2 on all banners to carry it while wielding weapons. This drains its active time 25% faster)
These are in addition to the buffs they already provide.
Power: Pulses (3% 5 sec)Vulnerability when summoned and once per 10sec in an aoe.
Discipline: Pulses Blind on summon and once per 10 seconds in an aoe.
Defense: Pulses (3sec) Protection on summon and once per 10 seconds in an aoe.
Tactics: Heals and grants (6sec) regeneration on summon. Pulse regeneration once every 10 seconds.
GREATSWORD:
Move 100 blades to our adrenaline burst ability. You now move at -50% move speed while casting it but you can move while using it. Cripple / chilling effects stack with this. For every bar of adrenaline used you move 10% faster (capping at a max move speed of -20%).
Scrap arcing slice. We have SO much fury… we REALLY dont need this. Now that 100 blades is a burst ability and therefore can be used less frequently give us back Uppercut to replace the missing skill on the bar. It was so much fun and made the GS more inventive and interesting. (uppercut works like singed’s fling in LoL)
(edited by Rump Buffalo.2594)