Reading the massive number of comments about incoming changes, i’ve noticed a common issue on warrior’s weapons (at least, this is how people commented about their perception). Seems that certain weapons belong only to specific situations, and the new patch of december could increase this gap between them.
-Longbow
People like it. Someone complains about new changes. As a Wvw oriented player, i think it’s a great weapon. Good for siege time and zerg fights. Useful to stack might (only field of warrior), to catch someone and give some conditions. Not the best dmg output.
2 traits in a defense oriented path (tactic) to have it 1200 reach and CD reduction.
-Suggestion: Remove “Stronger Bowstrings”, remove the bonus damage against burning foes on “Burning arrows”. Do a master trait with 20% CD reduction and range of 1200.
-Rifle
It’s fine. Easy to use, dmg oriented. Not the best weapon, but could be a good secondary weapon for warriors. Moving Crack shot to adept will be a slight buff.
-Suggestion: none, except maybe to find something more interesting for skill n°1. Bleed is fine, but this weapon is not conditions oriented.
-Sword
I like sword. A good compromise between mobility, CC and condition damage. I think it’s the most interesting weapon for warriors.
-Suggestion: Sword lack of a CD reduction feat. Skill n°3 is a bit too slow. Burst skill is a bit underpowered. Still I really like this weapon.
-Axe
Not funny, almost zero CC. Good for sPvp (because of high dmg and easy to use).
-Suggestion: give axe a bit more CC. Change skill n°5. This things could be done togheter
-Great Sword
High mobility, very low CC. In heavy needs of stun or immobilize.
Skill 1 is autoattack, ok. Hundred Blades should not stop the warrior. At least, move with decreased speed, but not immobile. Skill 3 and 4 ok. Skill 5… another gap closer.
-Suggestion: Give the chance to move a bit with Hundred blades. Skill 5 could have a form of light CC (stun 1/2 sec?). Give F1 a form of CC, or AoE damage.
In this way it could be used in more situations.
-Hammer.
Well, hammer is strong. Good damage, good feats, hard CC. Now there is a big problem. Reduce the damage, and in pve it will be totally useless. Reduce CC and it will almost useless in pvp or wvw. It lacks hard of mobility.
-Suggestion: don’t reduce damage. Just remove unespected foe, or change it.
Burst skill could be too strong. Other skills are easily avoidable. F1 could have its CC reduced, maybe?
Consider to lower the amount of CC and add something like vulnerability (armor is cracked by the strenght of the hammer).
-Mace
I’d like to use mace. But if you are not in sPvP…
-Suggestion: F1 animation is fine. Instead, lower the stun duration (this is the real issue, with condi duration augments).
Skill 5 has a bit too much CD.
-Shield
Very high CD for bit reward.
-Suggestion: lower CD, or try someting else. Now shield it’s used to add another CC skill on warrior kitten nal. Skill 4 could be an active block (like sword and mace) that stun for 1/2 second if a melee attack is blocked. 15 sec CD would be fine.
Skill 5 could be a stance that gives damage reduction, but last longer and with less CD than the original shield stance.
Or skill 4 could be a hit that “disarm”, giving and addictional 2 second of CD on all weapon skills of target.
Warhorn
Works as it should do. Nice feats. Nothing to say.
I will not discuss underwater weapons, by the way I think that are balanced.