Showing Posts For Damastes.5064:
Usual runaround build is Axe + Axe / Rifle, specced for bleeds and vulnerability on crit and rifle penetration, do not underestimate the amount of damage a “For great justice” + rifle finisher can do if you line it up correctly and target the back of a group
Otherwise, if I need a little more AoE I carry a longbow as backup, 2 swords for bleeds and mace + shield if I need interrupts.
The only weapon I do not use regularly is the 2h mace although PvP may change that… focussing on 100% world completion at the moment
Or, throwing ideas around still; 2h weapons get 3 finishers, one that takes one bar of adrenaline, one that takes 2 and one that takes 3 bars. Main hand weapons get a 1 and 2 bar finisher, offhand provides the 3 bar finisher. Would add extra flavour and synergy to the offhand slot and would allow you to use a finisher without clearing out your adrenaline completely.
There are a lot of different possibilities for what could be done to liven up the adreneline system
Charzooka is and always will be hilarious.
My storyline bugged out and I ended up rescuing someone rather than dealing with my blown up little asuran engineer… would like to at least see how that storyline should have played.
I can agree with all those points in part but would note the following;
1) Compare current adrenaline skills… it’s a copy of the traditional (read: WoW) rogue combo point system but with a charging mechanic instead of straight combo point generation, innovation and imitation can be and have been linked and are not mutually exclusive.
2) Elementalists were designed to stance (element) dance during combat, if you read the description the combination of stances and adrenaline is made to dissuade the warrior from switching stance mid-fight instead choosing and fighting with the stance most appropriate for the fight they are in.
3) Guardians have effectively got 3 free signets, this system would be 3 various level buffs that scale with adrenaline rather than giving fixed static buffs or activatable effects on cooldowns.
4) Yep, the skills do work well and can be very useful situationally. My issue here was the description that warriors build in power as they fight which is not really the case. Maybe this is just a personal thing but I would be happier with the way warriors work if they were a little weaker with no adrenaline but a little more powerful with full adrenaline – I was merely trying to suggest ways this more evident scaling could be presented, and that would be a unique feature amongst the classes.
In that case, ditch the stances and just make it so the points you put into the different trait lines affect which boons you get as you build adrenaline?
So if you go heavy into VIT you would get regeneration, heavy into POW you get might, heavy precision then swiftness etc…?
Thanks for the input there! And I totally agree the warrior should not be a stance dancer (hence switching stance interrupts warrior momentum and wipes all adrenaline), the idea here was to avoid stance dancing and instead pick a stance that was appropriate for what you are trying to do.
I just get the feeling that adrenaline currently makes the warrior feel more like a traditional rogue… build up combo poi… errrr adrenaline and then unleash a finisher, rinse & repeat.
(edited by Damastes.5064)
I couldn’t help but feel the adrenaline system as it stands does not fit in with the ideology of the Warrior being a class that takes time to get up to it’s full potential – there are limited traits that allow adrenaline to buff your damage (but not your survivability oddly?) and then add to that the F1 skills all seem to be weak compared to normal weapon skills (I know, the amount of crying if they were better would be immense… see Eviscerate beta nerf). So I would like to propose the following;
1) Remove all of the F1 skills (read on before going gasp rant rant rant)
2) Assign F1, F2, F3 to stances; Offence, Balance, Defence
3) Adrenaline grants boons (and conditions) based on level
4) Swaping stance breaks the warriors momentum and resets adrenaline to 0 (or reduces by x%)
Offence; Each full bar of adrenaline grants 1 x might, 1 x attack speed, 1 x vulnerability
Balance; Each full bar of adrenaline grants 1 x balance
Defence; Each full bar of adrenaline grants 1 x toughness, 1 x regeneration, 1 x weakness
The idea here is that offence would increase the amount and speed of damage done with an increase in damage taken, defence would do the opposite, reducing damage taken and damage done while balanced stance does not affect damage done or taken instead reducing duration of CC effects (balance boon could say reduce CC duration by x% per stack), the way this is different is that the effects would increase the longer the warrior is in combat.
This could be further emphasised by changing the way adrenaline is granted, instead of a linear scale an exponential scale could be used, so say there were 5 bars of adrenaline in the new system;
1) 10 strikes of adrenaline
2) 25 strikes
3) 50 strikes
4) 100 strikes
5) 250 strikes
Combine this with a flat x% per second drop off of adrenaline both in and out of combat would produce a playstyle that rewarded a warrior for staying in combat and sticking it out rather than the current hit & run tactics we are forced to use in a lot of circumstances.
Extra case: Underwater mob decides to evade everything and regen all health while still beating on player (I found this particularly an issue in Malgor’s Leap)
And you did buy the karma patterns to make masterwork and rare quality items too? Those reduced the amount of time to level crafts immensely for me, although maybe I just got lucky?
Warrior: Master's of Weapons? Give us a third weapon slot. (Repost)
in Warrior
Posted by: Damastes.5064
I was going to post this in a new thread but it seems it would fit in here with this discussion. I couldn’t help but feel the adrenaline system as it stands does not fit in with the ideology of the Warrior being a class that takes time to get up to it’s full potential – there are limited traits that allow adrenaline to buff your damage (but not your survivability oddly?) and then add to that the F1 skills all seem to be weak compared to normal weapon skills (I know, the amount of crying if they were better would be immense… see Eviscerate beta nerf). So I would like to propose the following;
1) Remove all of the F1 skills (read on before going gasp rant rant rant)
2) Assign F1, F2, F3 to stances; Offence, Balance, Defence
3) Adrenaline grants boons (and conditions) based on level
4) Swaping stance breaks the warriors momentum and resets adrenaline to 0
Offence; Each full bar of adrenaline grants 1 x might, 1 x attack speed, 1 x vulnerability
Balance; Each full bar of adrenaline grants 1 x balance
Defence; Each full bar of adrenaline grants 1 x toughness, 1 x regeneration, 1 x weakness
The idea here is that offence would increase the amount and speed of damage done with an increase in damage taken, defence would do the opposite, reducing damage taken and damage done while balanced stance does not affect damage done or taken instead reducing duration of CC effects (balance boon could say reduce CC duration by x% per stack), the way this is different is that the effects would increase the longer the warrior is in combat.
This could be further emphasised by changing the way adrenaline is granted, instead of a linear scale an exponential scale could be used, so say there were 5 bars of adrenaline in the new system;
1) 10 strikes of adrenaline
2) 25 strikes
3) 50 strikes
4) 100 strikes
5) 250 strikes
Combine this with a flat x% per second drop off of adrenaline both in and out of combat would produce a playstyle that rewarded a warrior for staying in combat and sticking it out rather than the current hit & run tactics we are forced to use in a lot of circumstances.
edit: removed percentage values in favour of x!
(edited by Damastes.5064)
The whole point here is that when you reach a new tier zone you should in theory have the mats already collected to craft suitable level gear to romp through the zone, making crafting a valuable tool to assist in your story.
The main problem here is a lot of people do not realise the trick to keeping your craft level progressing with your character level, took me quite a while to figure it out, but here goes…
You get a massive amount of crafting XP from discovering new recipes – way more than you do from crafting known “orange” difficulty recipes. So to effectively level your crafting skill, unless you intend to use more than one of a particular item, only ever make one of said item.
So let’s say you just started making iron armour (armoursmith level 50 I believe). Instead of making 6 mighty inscriptions and crafting 6 mighty boots you will get a lot more crafting XP (and therefore armoursmith levels) by crafting mighty boots, gloves, legs, helm, pauldrons, chest.
Then, if you are not going to use them you can either sell them on the TC (won’t get you much more than vendor price though) or salvage the items and reuse some of the materials.
Happy crafting!