https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Renewing Vitality:
Gain health every critical hit (or just hit.), scales with toughness and healing power.. (When you hit something, not when your hit.)
0.1*Level + (0.05 * Toughness.) + (0.15 * Healing Power.)
It only heals for 54 (53.8) at level 80 with no gear.
This would be deep within the toughness tree, its basis is the Warrior would slowly gain health the longer he fights, but it also matters how tough his body is. This would allow Warriors to have sustain… but only the tough ones.
(edited by Daecollo.9578)
Cool on paper, but does mobs crit? And hows about conditions? Do they crit too? And bunker builds without crits at all?
Maybe one for being hit by a critical, but either way it would need a cooldown.
Cool on paper, but does mobs crit? And hows about conditions? Do they crit too? And bunker builds without crits at all?
Warriors who bunker and use conditions have plenty of ways to still critical hit.
http://wiki.guildwars2.com/wiki/Sigil_of_Accuracy
http://wiki.guildwars2.com/wiki/Fury
http://wiki.guildwars2.com/wiki/Heightened_Focus
http://wiki.guildwars2.com/wiki/Blademaster
Bunker Builds without Precision can still critical fine if they use the traits properly, even those who have a lot of boon duration because of Fury. (Vitality Bunkers.)
The Warrior was built around critical hitting regardless of play-style, we have so many ways to critical other classes do not, and we have more access to the fury boon no other class has.
Personally would rather something like Renewing Stamina: Burst skills heal. Scales with Adrenaline.
With the proper set-up, you’d have healing and endurance recovery by using your bursts. Get burst cooldown lower and adrenaline bonuses (crits or being hit) and you have a pretty interesting playstyle with dodges, burst spam and lots of Adrenaline.
Cool on paper, but does mobs crit? And hows about conditions? Do they crit too? And bunker builds without crits at all?
I think he misinterpreted your OP as saying “Crits received heal you”.
But u know the suggestion u made is similiar to omno pie, and they never add it?
Well everyone has some BASE toughness. Do you mean it ignores that and only pays attention to what you add yourself? I like the idea of this ability as someone who hates running pure glass.
Well everyone has some BASE toughness. Do you mean it ignores that and only pays attention to what you add yourself? I like the idea of this ability as someone who hates running pure glass.
Yes, but this means it would be much more powerful to someone who actually has stacks toughness.
I changed it to toughness + healing power to nerf toughness a lot, since you start with 916, this will make it so a warrior is good with it if he stacks both toughness + healing power.
This makes it so full glass cannons do not benefit so much from it, but allows you to min-max and hybridize the ability and makes it fun for almost any build that goes into the toughness tree.
This nerfed it… but still made it good for those who spec into it. ((healing for 54 every critical in a high glass cannon build is still good. ))
(edited by Daecollo.9578)
Anyone like this idea?
Very much. God, anything to provide us with some real self-reliant sustainability and actually give us some versatility in builds. I’m tired of “go glass or go Guardian”.
I need some kind of sustain…
Warriors who bunker
What.
Warriors who bunker
What.
Warriors don’t have a bunker.
Personally would rather something like Renewing Stamina: Burst skills heal. Scales with Adrenaline.
With the proper set-up, you’d have healing and endurance recovery by using your bursts. Get burst cooldown lower and adrenaline bonuses (crits or being hit) and you have a pretty interesting playstyle with dodges, burst spam and lots of Adrenaline.
^This times 1000000000000+
PLEASE ANET! And get rid of those ‘rez ally’ minor traits kitten do something with the “extra armor when hp <90%” which is absolutely silly thinking, not to mention being over 90% hp means you haven’t engaged in combat yet… so you don’t need the armor…
But seriously, heal on burst ability usage PLEASE! And default mobility skill on F2 so we’re not pigeon holed into GS and/or sword…
Talking about D/D ele’s with a guildie once he suggested that if you gave warrior “heal on burst” for say 2k it would be probably similar to a D/D. Now that’s a complete lie ofc, they heal passively with regen+soothing from attunement, heal on attune, heal on dodge, regular heal and 2 heals on water weapon skills too :P
But, it would be a step in the right direction to making us more survivable as frontline, but not as survivable as that light armored class We need a mixture of the self-heal and some damage avoidance. Heal on burst would be awesome, but it’s implementation hard… if it’s too strong a heal, we just go slightly tanky and survive till our next burst, if it’s too weak then it ain’t enough because all you have to do is burst us while it’s on CD, as we don’t have any strong passive healing like regen etc. If adrenal health scaled with healing power that would help.
Dunno about you lot but the reason I struggle to fight d/d’s on my war is because of the combination of constant moving out the way and healing. Vigor ofc helps you dodge a lot but as a warrior we can’t rely on dodging too much if we still wish to dodge, due to our damage being direct and not leaving fields around like them :P
We need a combination of more damage avoidance (not mitigation) and healing to really stand in the frontlines. Strong vigor uptime from trait would be good (we have one, but it’s not a lot), both the other real ‘frontline’ classes have vigor on crit (ele/guard) traits as well as healing… and good condition cleansing.
Come to think of it, to make us properly frontline we’d need to change our whole class design Pigeonholed into shouts with soldier runes atm with greatsword offhand for escaping :P
Talking about D/D ele’s with a guildie once he suggested that if you gave warrior “heal on burst” for say 2k it would be probably similar to a D/D. Now that’s a complete lie ofc, they heal passively with regen+soothing from attunement, heal on attune, heal on dodge, regular heal and 2 heals on water weapon skills too :P
But, it would be a step in the right direction to making us more survivable as frontline, but not as survivable as that light armored class We need a mixture of the self-heal and some damage avoidance. Heal on burst would be awesome, but it’s implementation hard… if it’s too strong a heal, we just go slightly tanky and survive till our next burst, if it’s too weak then it ain’t enough because all you have to do is burst us while it’s on CD, as we don’t have any strong passive healing like regen etc. If adrenal health scaled with healing power that would help.
Dunno about you lot but the reason I struggle to fight d/d’s on my war is because of the combination of constant moving out the way and healing. Vigor ofc helps you dodge a lot but as a warrior we can’t rely on dodging too much if we still wish to dodge, due to our damage being direct and not leaving fields around like them :P
We need a combination of more damage avoidance (not mitigation) and healing to really stand in the frontlines. Strong vigor uptime from trait would be good (we have one, but it’s not a lot), both the other real ‘frontline’ classes have vigor on crit (ele/guard) traits as well as healing… and good condition cleansing.
Come to think of it, to make us properly frontline we’d need to change our whole class design Pigeonholed into shouts with soldier runes atm with greatsword offhand for escaping :P
My Defensive Trait idea would allow us to have what we deserve, sustain by dealing damage, but if you go full glass you get crappy heals compared to people with healing/toughness gear.
But if you go too much defensive, you can’t critical… so it really makes you think on what you have to build!
Burst Heals would be nice… but without 2 perma regens, vigor, protection its just not enough, and i’m sure we arn’t going to get that, we don’t need BURST healing, we need sustain in melee.
Burst Heals would be nice… but without 2 perma regens, vigor, protection its just not enough, and i’m sure we arn’t going to get that, we don’t need BURST healing, we need sustain in melee.
Well you can already trait yourself to recover 50% endurance upon activating a Burst skill (it’s instant so it’s better than vigor in a way…).
Seems like you’d want to change 18k to 10k and get various boons. Besides, you can’t get perma protection on elementalist, only on guardian and if you stay in one spot all the time.
I really like the OP’s idea and we definitely need something to help the warrior out. Saying that I wonder if this idea is a little too over-powered, I would imagine that every warrior would just go for a high-crit – high Defense tree build to maxmise this use.
One thing I really would like is if the game matched the warrior’s description. It says that the warrior becomes more dangerous the longer he stays in battle. Now if only we had something that actually made that happen, such has higher health regen when health below 50% or something similar.
The traits that you currently get in the Defense tree seem almost useless to me, the only reason I have 20 points in there is for the toughness boost because I’m in Berserker gear. I don’t know, I haven’t had much time to think of something but hopefully you understand what I’m getting at.
So far though, we haven’t seen any “new” traits for any characters in any patch have we?
I really like the OP’s idea and we definitely need something to help the warrior out. Saying that I wonder if this idea is a little too over-powered, I would imagine that every warrior would just go for a high-crit – high Defense tree build to maxmise this use.
One thing I really would like is if the game matched the warrior’s description. It says that the warrior becomes more dangerous the longer he stays in battle. Now if only we had something that actually made that happen, such has higher health regen when health below 50% or something similar.
The traits that you currently get in the Defense tree seem almost useless to me, the only reason I have 20 points in there is for the toughness boost because I’m in Berserker gear. I don’t know, I haven’t had much time to think of something but hopefully you understand what I’m getting at.
So far though, we haven’t seen any “new” traits for any characters in any patch have we?
The problem is, they can’t be glass cannons if they don’t stack critical damage. “Warriors are fine.” apparently.
Tbh, Defense Tree DESERVES something like this so we have sustain, especially for melee.
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support (Healing Banners, Shout Healing, Warhorn Buffing… (except it doesn’t have healing power?)
Defense Tree = Sustain (except it doesn’t do anything to add sustain, it has healing power, but none of the traits in the entire tree use it… ?)
(edited by Daecollo.9578)
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)
No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
I really don’t need to say anything else.
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
http://wiki.guildwars2.com/wiki/Inspiring_Battle_StandardI really don’t need to say anything else.
Exactly, thanks for supporting my argument. As you can see, Vitality trait line deals with this kind of traits (heals) while Toughness deals with damage mitigation traits.
Getting healed ON HIT does make much more sense than when YOU HIT for a defensive trait
and it would be better placed on vitality trait line rather than toughness :S
The Vitality line HAS plenty of stuff already, The Toughness tree has HP/Toughness and NOTHING that benefits it.
Vitality Tree = Support
Defense Tree = Sustain (except it doesn’t do anything to add sustain.)No it has not… +10% faster rez? Rez grant might? Something that heals yourself has to be on vitality because it is the trait line that dedicate to health pool and healings.
http://wiki.guildwars2.com/wiki/Vigorous_Shouts
http://wiki.guildwars2.com/wiki/Inspiring_Battle_StandardI really don’t need to say anything else.
Exactly, thanks for supporting my argument. As you can see, Vitality trait line deals with this kind of traits (heals) while Toughness deals with damage mitigation traits.
The heals are for the group moreso then yourself, Toughness Tree has http://wiki.guildwars2.com/wiki/Adrenal_Health, Which only heals yourself.
healing only yourself makes a good point to make it into toughness… seeing it that way it could be there.
They would still need to merge shield traits into one for people playing defensive. Cause there is not much room on Toughness trait line to start changing things
For another idea: Adrenal Health
Heals every second and make it effected by healing power, based on Adrenaline Level.
Adren. Multiplier @Level 80
1 bar 1.5625 53 + (0.125 * Healing Power) per second
2 bars 3 84 + (0.125 * Healing Power) per second
3 bars 4.5 125 + (0.125 * Healing Power) per second
Warriors really need some sustain.
Warriors really need some sustain.
Besides the issue with chill and cripple essentially completely shutting a warrior down, sustain is seriously the biggest issue facing warriors. With it we might even be able to see some other ‘fun’ builds get played (not that they’ll suddenly be super viable).
Next on the list would be a baseline movement ability (F2 perhaps) so we’re not completely pigeonholed into GS and/or sword in every weapon set.
IMO anyways.
Warriors really need some sustain.
Besides the issue with chill and cripple essentially completely shutting a warrior down, sustain is seriously the biggest issue facing warriors. With it we might even be able to see some other ‘fun’ builds get played (not that they’ll suddenly be super viable).
Next on the list would be a baseline movement ability (F2 perhaps) so we’re not completely pigeonholed into GS and/or sword in every weapon set.
IMO anyways.
Our “Movement Skills” giving evasion and our other skill improved to cure cripple/chill would also go a long way to improve this.
Without protection or reliable healing we are pretty much forced into support and other cookie cutter builds.
(edited by Daecollo.9578)
Without protection or reliable healing we are pretty much forced into support and other cookie cutter builds.
I play Knight Armor w/ Ruby and Berserker Ascended.
GS/Axe-Mace.
I don’t have that many problems 0_0…
Although in bad pubs, I’ll bring in Endure Pain and MAYBE a shield..
Without protection or reliable healing we are pretty much forced into support and other cookie cutter builds.
I play Knight Armor w/ Ruby and Berserker Ascended.
GS/Axe-Mace.
I don’t have that many problems 0_0…
Although in bad pubs, I’ll bring in Endure Pain and MAYBE a shield..
That’s pretty spot-on cookie cutter….
Just sayin’
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