Was thinking about sword skills, do you agree or not?
I like this idea actually. Or give it a bleed since that seems to be the thing swords go for, seems silly the last sword blow on a bleeding weapon tries to just do straight up damage.
in Guild Wars final thrust did more damage to a low health target. i think that the first two attacks in the sword chain should each apply two bleeds instead of the one also.
I don’t agree, as it doesn’t change the way we play at all. Unlike Heartseeker, which we can choose when to use, we will always be spamming the 1 chain on the Sword Warrior, no matter the amount of HP our enemy has.
Bottom line, an ability like that wouldn’t add any depth to the Warrior. If you just want to buff the Sword, there are other ways.
How about a different rework?
Make Final Thrust our burst skill! Make it DD and bleed, with the DD scaling with enemy health and the bleed damage scaling with adrenaline. (damage values for DD will never exceed eviscerate, but the added bleeds will push it to more total damage if they don’t get wiped)Make it hit everybody in a line for upto 300 range? maybe 200?
Then make a reworked flurry our 3rd chain attack! Remove the self root, lower the amount of swings (3 or so) and make the root apply to to only the first flurry swing. As for damage, up the bleed duration by a few seconds and increase the DD a bit too (balanced against the smaller amount of hits, ofc).
Some part of me keeps thinking that an out-of-the-box autoattack root might be a bit op, so maybe switch the root to a tiny cripple to boost hamstring’s poor duration and make it synergise with the root on cripple trait.
At least, that’s what I’d like to see
I agree since the sword needs a buff in it’s damage. But like the dude above said, it doesn’t change much and more creative approach should be thought of.
No one (almost I guess) uses swords for direct damage, they’re meant to be dealing condition (bleed) damage, so I don’t understand why the third hit in the chain doesn’t cause bleed as well.
I would also love to see flurry changed into a single attack that causes like half the bleed stack/damage as flurry does now. It’s too easy breaking out of or interrupting the insanely long flurry animation, and flurry isn’t worth slotting frenzy for.
(edited by Zsymon.8457)
If you ask me, they should do the following:
Sever artery = 3 bleeds, instead of 1. (perhaps slightly shorter duration, like 6 seconds)
Gash = 100 bonus + 10 bonus damage for every bleed stack on the target (so max damage is 100+250 = 350)
Final thrust = 300 bonus + 10 for every bleed stack (550 max damage), if the target has less then 50% health, you deal an additional 10 damage for every bleed stack (additional 250 damage, total damage = 800)
The sword warrior only sees a slight damage increase early on, but the longer a fight, the stronger he gets because of bleeds stacking. This should give sword warriors good needed damage boost.
(not sure about the exact numbers though).
Other things they should add:
Hamstring should also apply bleed (1 or 2 stacks, 8 seconds duration)
Parry should interrupt (i guess stun) the opponent for 0.25 seconds. This would stop channeled skills, such as hundred blades. Perhaps also refresh endurance.
My biggest problem is still the sword adrenaline skill… Stun lock yourself for average DPS damage while target is rooted :S. I would really implement multiple “adrenaline skills” so people can pick, based on weapon, which adrenaline skill they want as the skill does have good CC. They could also give a new adrenaline skill based on your secondary weapon. For 2 swords, they could add:
“Sun and Moon Strike: Strike all targets around you twice, each attack dealing 400 bonus damage and applying 3 bleed stacks (12 seconds) with each strike. This skill can not be blocked, evaded or miss due to blindness.”
That would really make sword warriors better.
(edited by Bloodthorne.7352)