Warrior balancing (what i think, no QQ post)
I don’t think decreased healing during the mentioned stances is necessary or improves the game in any way. I do agree that healing signet should not give more hps than healing surge without even pressing a button, while the active part is never used 99.9% of the time. This skill has to be reworked.
On the other Hand there are still a lot of underwhelming skills and traits that should be looked at. Off-hand axe needs some love for example.
General:
Lyssa cooldown increased from 45 to 60sec (this is somewhat a nerf but also for other classes like thief, with this nerf many warrior dont have to get signet master trait and get something else..)HS from 400 to 350hps, increase active to 4800
When activating endure pain or berserker stance your healing is decreased for 33% during the stance.
Sword: increase raw damage for AA chain on last hit for like 20% (last hit also doesnt add bleeding) and flurry for 15% more raw damage
So sword is more viable in power builds.
Impale: decrease amount of tormet stacks from 5 to 3 or maby 4, its way to good now
Riposte: increase cooldown from 15 to 20 (15 sec CD for range blocking + can be reflect.. and also can do 4x bleeding.. on 15sec is just silly.. )Axe: remove the extra damage from last hit and increase damage from last 3 hits for 25% (spread the damage)
Dual strike: increase fury duration from 3sec to 8secLongbow: increase casttime for pin down from 1/4 to 1/2
BUT! if they do this they should also decrease casttime of dual shot.. and i would be happy with itHammer: OK
GS: increase AA damage and do something about rush make it a kitten leap and decrease its distance to 900 or something..
Rifle: make rifle butt hit better.. it miss allot
Mace: incease vuln stacks from 4 to 8 on crushing blow
Warhorn: Call to arms, add another boon like fury or something.. just 1 vigor and 6sec weakness without any damage on 20sec cooldown issnt that good for a weapon skill.
Thick skin trait: make it + 150 armor above 75% health, 100 above 90% is just 1 hit and only 3% less damage.
So in total: we get some better weapon skills (mostly for power builds)
Slighty less damage for condi builds, but they are already very very good..
Small decrease in healing (you wont see much diffference, but stops the QQ about it i hope :-P ), also there is a more counter when using 2 of the stances because you get 33% less health.. its not gamebreaking, but i think this adds some counter to it.
Just like frenzy..
Please nerf scissors, Rock is fine
signed Paper =P
Btw why put “no qq” into your title, when your post is a thinly veiled QQ post?
Please nerf scissors, Rock is fine
signed Paper =P
Lol I like that.
I don’t know why people think HS is over-powered. People have to keep in mind that since the activation of HS really sucks, no one activate it. So when comparing with healing of other classes you have to include the activation of healing skills for other classes.
I also have a lvl 80 Guard. With similar gear, my Guard simply can tank much better even with much lower health and seemly much lower passive healing than my warrior.
I would however agree that Anet should decrease slightly the passive healing and increase the activated healing, or at least make it more scale to healing power.
HS isn’t really overpowered at all, the main thing is that the active needs to be worth using. If it does become worth using than the HPS will probably have to be nerfed. Nerf it to around 340 HPS, but increase the active heal to around 3,700 and for 3 seconds you take 25% less damage from all damage sources (including conditions).
I could get behind the Healing Signet changes, AND a buff to our other healing skills in some form. I can feel that Healing Signet allows for a lot of freedom in fights compared to the other heals (I’ve been alternating between Signet and Healing Surge in all formats), like if you make a mistake with Healing Surge it is not very forgiving at keen moments. I feel like a lot of it is because there are a lot of chances for Surge to get messed with compared to Signet. Like for instance if you get poisoned mid cast on Healing Surge. And you had to stop attacking/dodging to cast it. Healing Signet never needed to be touched for it’s passive effect, and that’s huge in instances where you had to dodge to avoid that really powerful attack, but it would have nailed you if you wanted to get Healing Surge off. That might seem small but I think that is another reason Healing Signet just feels better in combat, you don’t have to stop what you are doing to get healed.
I would be into adding some lingering effects to Healing Surge (or any of our other heals really) after activation because I feel that is where the sustain is coming from in regards to healing skills. Whether that’s Regen or Vigor (Both? : D) or something allowing for more sustain without making it ridiculous, just something to spread the healing out while allowing warriors the chance for more tactical maneuvering to negate damage rather than relying on a single power heal to pull through confusion, poison ect.
As for the stances, I agree that something should be changed there too. Maybe increase the recharge of all stances, and make it so that the stances trait reduces the cooldown to put more pressure on which trait/stance combos to use?
The problem with boosting HS active to 4800 is the 16 second cool down with signet mastery. 4800 every 16 seconds is very strong, especially considering any rune procs.
The problem with boosting HS active to 4800 is the 16 second cool down with signet mastery. 4800 every 16 seconds is very strong, especially considering any rune procs.
Not unheard of though. Withdraw is stronger.
Another daily thread about healing signet with a different title.
Go away.
General:
Lyssa cooldown increased from 45 to 60sec (this is somewhat a nerf but also for other classes like thief, with this nerf many warrior dont have to get signet master trait and get something else..)
Implying people are taking the signet trait for the sole reason alone of this rune is just wrong. 5 stacks of might, swiftness and fury for 30 seconds? Instead of a 30 second down time with the trait it only has 18 second down time (19 if you want to count activation time as well). Seriously even if they were to nerf lyssa runes 6th effect by 10 seconds (it has a 50 second cooldown not 45) it still wouldn’t change the fact that people are going to use Signet of Rage with the trait.
If people were going to switch to a trait if this change were to happen they would just be laughed at because the other traits for the same points are just kinda ignorable or trash except for maybe the 25% movespeed with a melee weapon.
General:
Lyssa cooldown increased from 45 to 60sec (this is somewhat a nerf but also for other classes like thief, with this nerf many warrior dont have to get signet master trait and get something else..)HS from 400 to 350hps, increase active to 4800
When activating endure pain or berserker stance your healing is decreased for 33% during the stance.
Sword: increase raw damage for AA chain on last hit for like 20% (last hit also doesnt add bleeding) and flurry for 15% more raw damage
So sword is more viable in power builds.
Impale: decrease amount of tormet stacks from 5 to 3 or maby 4, its way to good now
Riposte: increase cooldown from 15 to 20 (15 sec CD for range blocking + can be reflect.. and also can do 4x bleeding.. on 15sec is just silly.. )Axe: remove the extra damage from last hit and increase damage from last 3 hits for 25% (spread the damage)
Dual strike: increase fury duration from 3sec to 8secLongbow: increase casttime for pin down from 1/4 to 1/2
BUT! if they do this they should also decrease casttime of dual shot.. and i would be happy with itHammer: OK
GS: increase AA damage and do something about rush make it a kitten leap and decrease its distance to 900 or something..
Rifle: make rifle butt hit better.. it miss allot
Mace: incease vuln stacks from 4 to 8 on crushing blow
Warhorn: Call to arms, add another boon like fury or something.. just 1 vigor and 6sec weakness without any damage on 20sec cooldown issnt that good for a weapon skill.
Thick skin trait: make it + 150 armor above 75% health, 100 above 90% is just 1 hit and only 3% less damage.
So in total: we get some better weapon skills (mostly for power builds)
Slighty less damage for condi builds, but they are already very very good..
Small decrease in healing (you wont see much diffference, but stops the QQ about it i hope :-P ), also there is a more counter when using 2 of the stances because you get 33% less health.. its not gamebreaking, but i think this adds some counter to it.
Just like frenzy..
i agree with everything but GS/lb suggestions. If you make the pin slower then in power builds the immobilze would suffer. It dosent need a nerf. As for GS why nerf rush? It already misses 90% the time.
Also make axe off hand viable mang. Axe 5 reflects and axe 4 fury like the way you said and make it do more dmg.