It’s interesting how little variability there are in warrior setups, even post-quickness patch where you’d expect them to diversify. Every warrior who is semi experienced tends to settle on a select few utilities: Balanced Stance, Bull’s Rush, Endure Pain, Frenzy, For Great Justice, Signet of Rage. For what it’s worth in this discussion, I’m rank 40 and am probably of average skill.
Why is that? I can’t speak for everyone, but for me, having tested out many setups – it’s because the rest are unreliable, lackluster effects, or just plain too long cooldowns.
The above skills are great and don’t need altering IMO, with the exception of Frenzy which has a silly penalty. I’ll go through the list and offer reasons why I don’t use them, and tweaks that would make me consider giving them a spot on my hotbar.
Kick: A confusing skill, moves toward your opponent and kicks them back. When knocking someone back, almost always the reason would be to increase the gap to make an escape or whatever. The knockback distance is suggestive as an opener for Eviscerate and Shield Bash, but those skills both take time to cast, during which your opponent has recognized a combo opening and is dodging. Also why does it have a damage value? Even with attack gear and Physical Training trait, it’d be like 600 damage. At least the cooldown of 20 seconds feels right for a thick-of-combat skill. My suggestion for making this attractive would be to have it be an instant cast, melee range knockback like rifle 5, and 300 range leap backwards for the warrior. At the very least, make it a leap finisher please?
Throw Bolas: Great skill, if you can ever get it to land on a player. The motion prediction that the game does on your fleeing opponents usually sends it in a completely useless direction, and if you’re on an incline the bolas often won’t follow the slope and instead go straight out into the air (or straight into the slope, if your target is above you). Also, has a completely useless damage value. This skill would be a lot more interesting if it was a faster projectile so that it is less subject to the goofy motion prediction that projectiles use, and the sloped surface awkwardness was fixed.
Signet of Might: Warrior has a lot of power and might from other sources, I think the only thing this is used for is the crit bonus if traited. It could stand to offer something less readily available for a warrior, e.g. condition duration or healing power (but then the problem of healing power not scaling well is another issue…)
Shake it Off!: This skill is decent, but not quite able to compete with the “good” utilities yet. Maybe if it acted like the traited warhorn and changed a condition into its opposite boon, or instead just remove 2 conditions instead of 1, I’d totally use this.
Banner of Defense: Still too weak. It should probably just add a flat 10% damage reduction instead of toughness. This would probably make the synergy with bunkers too strong, but that’s because protection boon is too strong in the first place (that should lowered to 20-25% instead of 33%…)
Berserker Stance: Adrenaline is just not a problem for any warrior to generate. This one needs a completely different effect. Going with the flavor of the skill name, maybe a 1 sec fear or daze effect to those who hit you.
Signet of Fury: Precision and adrenaline are again, things that warrior doesn’t have a problem with. Also the signet trait already adds precision, so this skill is just poorly thought out. Like the previous signet suggestion, it could stand to offer something less readily available, e.g. crit damage, burst damage, just something other than raw precision.
Signet of Stamina: The best non-elite signet, but the cooldown is prohibitive for me. 30 seconds and I’d consider it.
On My Mark: Decent, but should be 1200 range to synergize with ranged weapons, and, being a shout, shouldn’t be affected by blind.
Banner of Strength: Nice bonuses here actually, but if I’m going to devote a slot to a banner, the crit damage banner is just too good.
Banner of Discipline: The only “wow I want that” banner, but sadly requires Tactics tree traits to make it onto my hotbar (which I do, actually, on one of my builds). But this is a trait problem and not a problem with the utility itself, so I’ll just leave it at that.
Stomp: The damage value is, as usual with physical utilities (even traited), silly low. The skill effects are very good, but the main problem with this one is it roots you in place (well, moving interrupts it) and the cooldown. If I could use it while moving, and on a 30-40 second cooldown (60 seconds of downtime on a skill that likely got blinded, is just too punishing).