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(edited by Daecollo.9578)
I think the stats for the warrior’s abilities and skills are all misplaced and need changed, they are located strangely throughout the tree which makes the warrior have to put points into useless stats to get stats he needs, this isn’t right.
Strength
Power
Critical Damage
Strength is about power and physical damage, the state, property, or quality of being strong. Power and Critical damage suits it very well.
Arms
Precision
Condition Duration
This allows the other weapons in this tree to shine, Greatsword does vulnerability as well as bleeds, this also would allow the traited bleeds to last longer to go with the other weapons in the tree. Sword also bleeds and cripples. Greatsword Cripples. Condition Duration just seems to fit this tree better overall over condition damage.
Defense
Toughness
Boon Duration
This tree is one of our only trees with self-boons, therefore it should be our boon tree, Vitality tree previously had boon duration, but the problem with that is the only boon it has access to is “Passionate Banners.” which lasted forever regardless of what you did, Boon Duration fits this tree 100x more, this tree should also have access to protection as well some how.
Tactics
Vitality
Healing Power
Self explanatory, passionate banners would heal a lot more (the regeneration lasts forever anyways) Shouts would heal for more, quick breathing would heal for more, healing power just “fits” this tree. Before you say something like “Wow, boon duration would make quick breathing’s boon’s longer.” your wrong, when you convert a boon it does not get any longer, it stays the same duration as the condition it converted into.
Discipline
Brawn
Condition Damage
I’m not really sure how this fits, however it fits a lot more then critical damage, the reason is that condition damage to discipline is because it focuses more on the aspects that a knight or a monk or someone training in discipline would go for strikes that hurt the target or punctered it rather then just brute strength.
However, I think Brawn should be changed as well to be completely unique. Brawn itself should be something like /Damage Reduction/, this would make the condition damage part of it a sacrifice rather then anything else. However I could still think that this and arms could be switched and this also being condition duration.
(edited by Daecollo.9578)
((Also, the ability to choose secondary stats would be a nice choice.))
Strength
Power
Critical DamageArms
Precision
Condition DurationDefense
Toughness
Boon DurationTactics
Vitality
Healing PowerDiscipline
Brawn
Condition Damage
Why?
You would have to do some serious re-allocation with the traits too, otherwise you’d just have everyone go 20/20/20/0/10 and ending up with a ridiculously boosted GS warrior.
I’m not really sure how this fits, however it fits a lot more then critical damage, the reason is that condition damage to discipline is because it focuses more on the aspects that a knight or a monk or someone training in discipline would go for strikes that hurt the target or punctered it rather then just brute strength.
You have to consider the traits in the tree as well. Discipline the way we have right now is a burst-related tree. Thus, Condition damage doesn’t really fit with it, considering that we only have one condition burst.
However, I think Brawn should be changed as well to be completely unique. Brawn itself should be something like /Damage Reduction/, this would make the condition damage part of it a sacrifice rather then anything else. However I could still think that this and arms could be switched and this also being condition duration.
I think that the attribute should, just like every other profession specific attribute, relate to our Burst skills somehow. However, before you start tweaking that, you need to do something about Berserker’s Power, Adrenal Health and Heightened Focus.
This tree is one of our only trees with self-boons, therefore it should be our boon tree, Vitality tree previously had boon duration, but the problem with that is the only boon it has access to is “Passionate Banners.” which lasted forever regardless of what you did, Boon Duration fits this tree 100x more, this tree should also have access to protection as well some how.
Guess you totally missed Lung Capacity, Vigorous Shouts and Quick Breathing? After all, FGJ is a Shout that gives boons and both of our Warhorn skills give boons.
(edited by Olba.5376)
Strength
Power
Critical DamageArms
Precision
Condition DurationDefense
Toughness
Boon DurationTactics
Vitality
Healing PowerDiscipline
Brawn
Condition DamageWhy?
You would have to do some serious re-allocation with the traits too, otherwise you’d just have everyone go 20/20/20/0/10 and ending up with a ridiculously boosted GS warrior.
I’m not really sure how this fits, however it fits a lot more then critical damage, the reason is that condition damage to discipline is because it focuses more on the aspects that a knight or a monk or someone training in discipline would go for strikes that hurt the target or punctered it rather then just brute strength.
You have to consider the traits in the tree as well. Discipline the way we have right now is a burst-related tree. Thus, Condition damage doesn’t really fit with it, considering that we only have one condition burst.
However, I think Brawn should be changed as well to be completely unique. Brawn itself should be something like /Damage Reduction/, this would make the condition damage part of it a sacrifice rather then anything else. However I could still think that this and arms could be switched and this also being condition duration.
I think that the attribute should, just like every other profession specific attribute, relate to our Burst skills somehow. However, before you start tweaking that, you need to do something about Berserker’s Power, Adrenal Health and Heightened Focus.
This tree is one of our only trees with self-boons, therefore it should be our boon tree, Vitality tree previously had boon duration, but the problem with that is the only boon it has access to is “Passionate Banners.” which lasted forever regardless of what you did, Boon Duration fits this tree 100x more, this tree should also have access to protection as well some how.
Guess you totally missed Lung Capacity, Vigorous Shouts and Quick Breathing? After all, FGJ is a Shout that gives boons and both of our Warhorn skills give boons.
Most other classes have really nice stat allocation, Warriors stats are all over the place and share almost no meaning to the traits names.
Yes GS warrior would be boosted (although it needs nerfed.) however so would all the other weapon sets besides GS. FGJ Can also be cept up forever regardless, I think you would rather have FGJ Heal more.
You can still use toughness tree with FGJ and have a nice boon-buffing tree. It just makes the warrior better in my opinion. FGJ is one of our most powerful utilities and it needed a slight nerf anyways. ((However, all of our trees need buffed.)) Now it will be useful if you go into defense as well as be useful if you go down vitality. Its very win-win-win.
Yes, holding down your adrenaline forever DOES need to change and should change, to be honest it needs to be something better, we should want to use our burst, not hold it in.
Why?
So the stats make more sense of course! We deserve better trait allocation, not our skills randomly thrown around!
(edited by Daecollo.9578)
Most other classes have really nice stat allocation, Warriors stats are all over the place and share almost no meaning to the traits names.
Posters in the other profession forums would disagree with you.
Yes, having our traits making sense would hinder other classes greatly. They like they’re walking punching bags.
Our Traits are all over the place, literally.
While I can agree with moving healing power to Tactics, power and crit damage in one tree is a big no. Power is the best offensive stat you can get and adding crit damage to that (which can get very close to power in high crit builds) will just make everyone take 30 point in strength. They will also have to nerf all the direct damage we do, because otherwise we will do ridiculous damage, which will harm non-strength build even more.
Warriors are already doing 4k autoattacks in WvW at this point. It’s quite obvious that you want buffs, Daecollo, but in exchange the warrior should at least give up a bit of it’s immense damage (~25-30%).
I’m pretty sure I don’t get 4k auto attacks even in pve with 25 might stacks and full vulnerable stacks and in gc gear. Screenshot?
4k auto attacks lol, some extreme exaggeration going on.
Yes… the other funny thing is (Guardian’s) weapons have similar /autoattack/ damage on there greatsword/hammer to our greatsword/hammer.
http://wiki.guildwars2.com/wiki/Strike
http://wiki.guildwars2.com/wiki/Greatsword_Swing
I’m sorry but the Warrior deserves a strong tree like strength. Guardian for example has there toughness tree (one filled with the best traits.) and there critical bonus tree all in one. So does Elementalist for there attumement tree. So does thief with its critical strikes tree. Warriors really deserve that trait power as well, for our stats just DO NOT MAKE SENSE. Strength should be power/critical damage its STRENGTH, strength is raw damage.
(edited by Daecollo.9578)
Yes… the other funny thing is (Guardian’s) weapons have similar /autoattack/ damage on there greatsword/hammer to our greatsword/hammer.
http://wiki.guildwars2.com/wiki/Strike
http://wiki.guildwars2.com/wiki/Greatsword_SwingI’m sorry but the Warrior deserves a strong tree like strength. Guardian for example has there toughness tree (one filled with the best traits.) and there critical bonus tree all in one. So does Elementalist for there attumement tree. So does thief with its critical strikes tree. Warriors really deserve that trait power as well, for our stats just DO NOT MAKE SENSE. Strength should be power/critical damage its STRENGTH, strength is raw damage.
Funny you should mention the guardian. The first minor trait in the honor tree (vitality and healing power) is gaining vigor on a critical hit, and nothing in the tree offers any assistance in gaining critical hits. The other minor traits in the tree are designed to synergize with it, but they still don’t offer any mechanism by which to attain crits in the first place. So you have to invest in other areas just to make the default traits in that line reach their potential.
I don’t agree with some of the changes you’re suggesting. Taking condition damage off the arms tree isn’t a good idea because that tree has a lot of condition oriented traits. It’s true that condition duration can help with these as well, but having longer lasting conditions that are weaker is not necessarily a good thing. It’s already possible to get over 100% bleed duration without any trait points put into condition duration, so your change would be detrimental to bleed-oriented builds.
Healing power and toughness go well together. Toughness indirectly empowers you heals by allowing you to heal a greater percentage of your HP over time. A lot of the traits are also geared towards melee combat. Taking healing power out of the defence tree is a direct hit to sustainability, which is already a warrior weak point. Moving it to tactics would result in players being pushed towards banners and ranged build to gain this.
Taking boon duration out of tactics is also not a good idea since there’s a lot of shout-oriented traits in that line, which directly benefit from improved boon duration, as well as traits like empowered which rely on you having boons on in the first place. I agree healing power would be nice here too, but boon duration is better here than in the defence line.
Critical damage works fine in discipline since there’s a crit-oriented abilities. It’s probably one of the overall weaker synergies though.
Condition duration also doesn’t have any direct synergy with the strength tree, but it can still be useful there since you might take a lot of points there when using a weapon that focuses on debilitating conditions rather than damaging ones (i.e. hammer, mace, greatsword).
They’ve deliberately designed the stat allocations so they’re all hybrids of some sort. That way, you can’t just dump all your eggs in one basket, you have to try and make combinations between the trees. I used to think the same thing for other professions (i.e. engineer), but realized they’re probably fine as is after playing for awhile.
The definitely won’t be putting crit damage on the strength tree though, that’s for sure.
So that one shout that gives boons is the reason for the 30% Boon duration in the tree… When we already pretty much easilly have perma-fury/lots of might.
Rather then Defensive lines Stances/Buffs/Regeneration/Retaliation/Stability?
I’m saying every class has “one tree.” with everything good while warrior has nothing like that. However it simply MAKES SENSE to have our boon duration in our boon tree. Everyone else does.
FGJ Is too cliche anyways, it deserves a mini-nerf for simply how GOOD it is.
(edited by Daecollo.9578)
So that one shout that gives boons is the reason for the 30% Boon duration in the tree… When we already pretty much easilly have perma-fury/lots of might.
Rather then Defensive lines Stances/Buffs/Regeneration/Retaliation/Stability?
I’m saying every class has “one tree.” with everything good while warrior has nothing like that.
I think I had in my mind there was another shout that gave boons.
In any case, there’s also only one stance that gives a boon, and regeneration is available in the tactics line as well to benefit from boon duration. It also synergizes better with warhorn (i.e. more boons), as well as banners, which have usable abilities for boons.
Not to mention healing power increases the power of the regen boon, so if you’re going to point out any regen in the defence tree, it’s odd to recommend removing healing power since this makes the regen weaker for purposes of sustain.
The banner’s regeneration lasts forever without boon duration…
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
Grants 3 seconds of regeneration, reapplying every 3 seconds. – Boon Duration does not matter at all for this trait, it would benefit FAR more if the ticks healed for 38 more per tick.
Would you rather it be extended or heal for far more? I would rather it heal for far more with 300 healing power. Defense tree does give regeneration, but only 3s every 10 seconds, so boon duration would help it more then hp. Banner Regeneration lasts /forever/ as long as you are near it, even with 0% Boon duration.
Warhorn does give boons, but the trait to make it convert boons doesn’t make the converted boons any better. When you turn a condition into a boon it takes the condition (say I have 11s of vulnerability.) it turns that into 11s of protection, it ignores your boon duration.
Warrior was my first class and i’ve played it 1800 hours. I know what i’m talking about, it would benefit Dogged March to have its duration extended moreso then it would effect battle standard, because battle standard lasts forever even with no boon duration.
Stability would help us greatly, giving boon duration to our stability stance would give us a lot more protection against CC.
(edited by Daecollo.9578)
The swiftness and vigor boons from the warhorn are still boosted though, and perma swiftness is possible in conjunction with the warhorn CD reduction trait. It’s quite possible they wouldn’t put healing power in a tree that can also give permanent regeneration, so you can’t dump everything into one basket.
Banner of tactics also has an activatable regeneration which can benefit from the increased duration (moreso than dogged march will).
Empowered would also suffer directly as a result of boon duration being moved. People would then post an argument saying boon duration is better on tactics due to empowered being there.
The healing power in defence can be nice coupled with other traits like regenerating health based on adrenaline. That’s not boosted by healing power, but it will better complement your other healing abilities that are.
The swiftness and vigor boons from the warhorn are still boosted though, and perma swiftness is possible in conjunction with the warhorn CD reduction trait. It’s quite possible they wouldn’t put healing power in a tree that can also give permanent regeneration, so you can’t dump everything into one basket.
Banner of tactics also has an activatable regeneration which can benefit from the increased duration (moreso than dogged march will).
Empowered would also suffer directly as a result of boon duration being moved. People would then post an argument saying boon duration is better on tactics due to empowered being there.
The healing power in defence can be nice coupled with other traits like regenerating health based on adrenaline. That’s not boosted by healing power, but it will better complement your other healing abilities that are.
We already have perma swiftness with SoR/Warhorn untraited. … WOW did you really just say that?
The tree NOT only has perma regen, but also shout healing as well. Which gains nothing from boon duration, it just MAKES SENSE to have healing power in that tree.
Empowered would NOT SUFFER. With passionate banners and without boon duration I can have Perma Regen/Fury/Swiftness/Might forever, nomatter what, it doesn’t matter if we have SoR.
I am starting to wonder if you even play the class and are just another class trying to keep us down and weak.
Adrenal Health grants a fixed amount of health every 3 seconds. The amount is determined by the number of full bars of adrenaline and scales with your
Sorry, but healing power does not effect that stat, and we don’t have any other healing abilities in that tree… HOWEVER the vitality tree has healing abilties all over the place, WARHORN CONVERT CONDITION, REGENERATING BANNERS, SHOUT HEALS.
Its all in that tree.
(edited by Daecollo.9578)
The swiftness and vigor boons from the warhorn are still boosted though, and perma swiftness is possible in conjunction with the warhorn CD reduction trait. It’s quite possible they wouldn’t put healing power in a tree that can also give permanent regeneration, so you can’t dump everything into one basket.
Banner of tactics also has an activatable regeneration which can benefit from the increased duration (moreso than dogged march will).
Empowered would also suffer directly as a result of boon duration being moved. People would then post an argument saying boon duration is better on tactics due to empowered being there.
The healing power in defence can be nice coupled with other traits like regenerating health based on adrenaline. That’s not boosted by healing power, but it will better complement your other healing abilities that are.
We already have perma swiftness with SoR/Warhorn untraited. … WOW did you really just say that?
The tree NOT only has perma regen, but also shout healing as well. Which gains nothing from boon duration, it just MAKES SENSE to have healing power in that tree.
Empowered would NOT SUFFER. With passionate banners and without boon duration I can have Perma Regen/Fury/Swiftness/Might forever, nomatter what, it doesn’t matter if we have SoR.I am starting to wonder if you even play the class and are just another class trying to keep us down and weak.
Not perma party swiftness. You can’t always think about yourself, you know. There’s a reason this is an MMO. You also have a very high uptime of vigor as well, which is way, way nicer than some piddly 1 second extra of regeneration from dogged march. Again, that’s vigor to your allies, not just to yourself.
I think the boons from the blast finisher on warhorn will also be boosted in duration, but I haven’t tested that.
Banner of tactics also gives an extra +10% boon duration, so it’s nice to stacks with whatever boon duration you have in there if you decide to invest in banners that way.
How does empower not suffer? Less boon duration means shorter benefits from empower. I don’t see how that can be any simpler. Obviously you can have permanent uptime on some boons through some traits, but not all of them.
Don’t get me wrong. I’m not saying that abilities in the tactics tree would not benefit from healing power, since they obviously would. But there’s a tradeoff if you toss away boon duration that I don’t think it worth ignoring. It’s the same case with taking healing power out of the defence line.
If you ask me, I’d say boon duration has a much better place in tactics than in defence, whereas healing would work fine in either. So it’s probably better the way they have it set up currently.
If they swapped the traits around the trees, then it’d be a different story, but I don’t see them doing that any time soon.
Yes, the developers barely care about the Warrior class as far as i’ve seen.
I have already made a Guardian and Ranger, if you can’t beat them join them.
Maybe not your warrior, per se. There’s similar posts to this on every forum though, so none of the professions are actually cared about if we are to believe what they are saying.
In any case, I don’t see them ever making this sort of modification since it would have very large ramifications, especially for established players who have invested in gear and stuff already. It would be much easier to just focus on tweaking the traits themselves.
Trait stat allocations are fine.
Strength: Like most Power trees, it has Condition Duration on it.
Arms: This one is Precision and Condition damage, I’d rather it be Crit damage but it’s Condition damage for a reason, and that’s because it’s also a trait line for Swords and Rifles, which Sword specifically, does alot of condition damage through bleeds
Defense: Gives Toughness and Healing Power to make the Warrior tougher. Healing Power helps with the healing, and toughness with armor. The Healing Power would be good in Tactics for the 2 Grandmaster traits but it doesn’t make as much sense
Tacitcs: Vitality and Boon Duration. This line is focused around Warhorn/Banners/Shouts/Longbow. Meant to give boons and support allies with some healing, the Boon Duration makes sense
Discipline: And lastly this one, Critical Hit Damage goes to as well as Brawn (which needs to be buffed)
Edit: A suggestion for the Tactics line, since it doesn’t have Healing Power and the 2 Grandmaster Traits give some healing. Would be to change those traits to put added effects on shouts and Banner’s. Example
Vigorous Shouts: Shouts now grant a random boon to allies in range for 5-8 seconds
Inspiring Battle Standard: Banners now pulse a boon to allies in range (Strength gives 1 Might every 3 seconds, lasts 9 seconds, Discipline gives 2 seconds of Fury every 5 seconds, Defense gives 3 seconds of Protection every 10 seconds, Tactics gives Regeneration for 5 seconds every 5 seconds, and Battle Standard gives 2 seconds of Stability every 5 seconds)
(edited by Grok Krog.9581)
Trait stat allocations are fine.
Strength: Like most Power trees, it has Condition Duration on it.
Arms: This one is Precision and Condition damage, I’d rather it be Crit damage but it’s Condition damage for a reason, and that’s because it’s also a trait line for Swords and Rifles, which Sword specifically, does alot of condition damage through bleeds
Defense: Gives Toughness and Healing Power to make the Warrior tougher. Healing Power helps with the healing, and toughness with armor. The Healing Power would be good in Tactics for the 2 Grandmaster traits but it doesn’t make as much sense
Tacitcs: Vitality and Boon Duration. This line is focused around Warhorn/Banners/Shouts/Longbow. Meant to give boons and support allies with some healing, the Boon Duration makes sense
Discipline: And lastly this one, Critical Hit Damage goes to as well as Brawn (which needs to be buffed)
I could break down all that and say your wrong, but i’d rather just say read what I said previously.
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