Warriors are in a solid spot right now in PvP S5. To tone down their numbers could really hurt that, even kitten now comes to a close (sadly, best season thus far, and not just as war). I do sort of agree that the duration is pretty long. It’s almost sounds OP when mixed with double Endure Pain too. But Warriors are holding their own. They’re not dominating everything they see. The class has good and bad matchups, and is strong, but very beatable. I can handle a war on my engi pretty well.
Their sustain is propped up by Healing Sig, AH, and double EP, and if anything is nerfed or taken away haphazardly, War will crumble back down to trash-tier again. But then, every class has some form sustain, from trap DH to trash-thief.
I really hope we get some data regarding Season 5 in a few weeks. I’d love to see the average W-L ratio of warriors, and how that skews with class stacking. I hope ANet releases at least some info.
tl;dr: If Adrenal Health or Endure Pain gets a nerf bat, that sustain just needs to end up elsewhere on Warrior, or “welcome to trash-tier GG”
The problem is that Axe OH competes with Warhorn and Shield (oh plus mace and sword, but… LOL) which both bring good utility for the situation.
In WvW, Warhorn is king, spamming swiftness, vigor and condi clears.
In small scale stuff (roam, pvp, etc), Shield is king, with a single-target stun, and block.
Notice that the two meta choices both bring something that has NO DAMAGE AT ALL.
Then you have Axe 4, which is some fury and damage, and Axe 5 which is some damage. NOPE.
Here is how to redesign Axe (and shield/mace) to make them decent choices:
Axe 4: Change the attack to a medium range leap, like 450-500 range, similar to Sword2. The damage and fury can stay the same.
Axe 5: Add projectile destruction (not reflection, that’s too OP) to the attack and it’s all set.
While we’re at it: Mace OH
Mace 4: Same as Axe 4, keep the damage and effect the same, but make it into a 450-600 range leap.
Mace 5: Change the skill to travel in a straight line, and move much faster, would be great, sort of like Rev Hammer 2: Coalescence of Ruin.
Actually, I’ve always felt that “Animation Packs” should be a thing in the Gemstore.
You’d buy packs to unlock new animations, and you can swap to the pack just like equipping a glider or finisher. I imagine with the three highly similar humanoid races (humies, norn, salads) you could probably reuse existing animations.
In this case, the human female could probably use the human male, or sylvari female animations with little to no changes needed. Charr and Asura might be a bit more difficult.
“Voice Packs” could be a thing too.
This has been suggested by me and about 150 other people over the last years. Anet took the idea, and made them into facets on the revenant.
Guardians were asking Anet to fix Spirit weapons to, anet fixed them on Scrapper XD.
Issue with banners is that they are all the same, with the diference if only skill 2, wich is supper weak.
Banners need some QoL work.
Yeah, I sorta got that impression too. Facets really are similar to banners but mostly better.
Still, it doesn’t mean the warrior cant have nice things too. Right? Right???
Downstates need to be rebalanced in general. Warriors is pretty bad.
But that’s not new. Hell, here’s a post of mine complaining about this THREE YEARS AGO.
Here’s a key excerpt:
Guardian: AoE Knockback
Strong vs: Multiple Stomps, Stealth Stomps
Weak vs: Stability Stomps
Necro: Single Target Fear
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Warrior: Single Target Knockdown
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Engineer: Single Target Pull
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Elementalist: Vapor Form
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: None
Thief: Shadow Teleport
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: None
Really puts things into perspective. Thief and Ele (also mes) both basically have a 100% way to stop any stomp.
Meanwhile Guards take the middle road, able to stop some of the time (ranger too).
And War/Engy/Necro? You can only prevent a stomp if your opponent is a newbie who can’t read telegraphs, has no stability, no aegis, no blind field, and is stomping you alone.
But im sure it’ll get fixed any day now /s
Anet: The banners have pretty much been unchanged all this time, with no apparent plans for them to be changed going forward. I’ve even made similar posts, literally years ago.
But I, and many others, feel they need it.
Not sure how easy this is, technically speaking, but conceptually, it’s feasible.
Banners could work somewhat like Engy kits. Cast the skill and the banner appears in your hand, giving you the existing #1-5 skills. Casting it again, or hitting ~ swap, stows the banner.
Going a bit further with it, the banner could display on your back or with an icon somehow, pulsing it’s effect outward. This could be accomplished using a buff that is granted, and refreshes, while the banner is held, and lasts for a minute or two after it’s stowed. While the buff is in place, the banner shows on the warriors back (or some other symbol visually) and the warrior pulses the benefits of that banner (+power/condi for strength banner, etc) around themselves, just like if they were holding it in their hands. Using a different banner would clear previous banner buffs; only 1 at a time.
The banner #2 skills could also be normalized and fixed:
Strength: Might 2 for 8 seconds
Defense: Protection for 3 seconds
Discipline: Fury for 8 seconds
Tactics: Regen for 6 seconds
Battle Standard(Elite): Stability for 6 seconds
Banner #3 is actually fine.
Banner #4 could be changed to remove the weird pre-post pause to make it useful, or just made into a tiny leap.
Banner #5 could still slam and blast finisher, but just not drop the banner.
And last but not least, the Battle Standard could have an F1 skill to throw the banner, reviving downed allied. The banner ‘bundle’ would be lost from the Warriors grasp (obviously), and the Battle Standard Elite skill would then go on cooldown for 240 seconds. In effect, the F1 would become what the Battle Standards current functionality is.
Didn’t mean for it to be a long read. Tried to keep it short!
Oh hey!! Dagger/Dagger! Check my post from literally a year ago, pre-HOT!
I saw this before HoT released, and I gotta say this is still my most favourite future Elite spec idea, and probably the most thematic post for professions on this forum.
I appreciate the shoutout a year later, though I thought I posted this in the warrior forums, while you clearly main a necro
Eeh? Get it?
I’ll see myself out…
Rush has been working really great for me, since the most recent change to it. The animation feels tighter, hit feels on point now, and the little extra “leap/slide” at the end is great and (rightfully so) makes it a little better for chasing than fleeing.
That was my real 4th anniversary gift!
Is anyone else still having issues with it? If it’s good for everyone, I say we cross it off the list.
Really Really Really not a gooooooooooood idea to automatically give +10% dmg to our highest dps weapon.
I think you missed the point a tad. I’m saying we need to shed the Weapon Specific traits.
I’m not saying we must buff baseline GS 10%, just giving an example of one possible route to that goal, ie basically rolling the effects in baseline to the weapons and creating new more broad traits from the remains. This is by no means the route we MUST take towards this goal. You may well be right, and a different method would be better, but the real point is the removal of the hyper-specific weapon traits.
All of these people saying hammer doesnt work anymore is utter bs. If you’re a good warrior you can still make it work quite decently. Ofc sets such as mace/shield and axe/shield will be better , but that does not mean hammer can’t work anymore.
Think of it like a math equation. For example: player skill x build viability = results
So a MLG Pro warrior (10) using a meta build (10) will see 100% results in theory. 10×10=100.
Now consider the same warrior using a subpar weapon such as hammer (I’d rate it at 4, maybe 5 tops). 10×5=50%
Now consider a Rev whos just decent (maybe a 7) but using a meta build(10): 7×10=70%
So that skill 7 rev is gonna rofl stomp the MLG war cause hes using a subpar weapon.
So why does hammer fail so much?
Well PvE is all about damage, and hammer is NOT a damage weapon, so lets focus on control areas of the game, PvP/WvW:
1. Blinds + Blocks are everywhere, and Hammer is slow. I’ve started earthshaker and been blinded AFTER starting the move but BEFORE the hit. And missing a burst in PvP/WvW roaming = dead warrior.
2. Mastery trait competes with two other MUCH better traits.
3. Buggy and inconsistent. Earthshaker NEVER goes off the same way twice. Sometimes it goes off right away, other times it takes 1.5 seconds before it even STARTS the move. I’ve actually centered a burst on a foe, and had them LITERALLY RUN OUT OF THE AOE RANGE before the move finally executed, smashing an empty area and making me look foolish.
4. Lackluster skills and damage.
*1 Auto Chain – does mediocre damage and has nothing attached to it whatsoever. Compare to scrapper hammer, scapper auto chain is dmg+might, dmg+vul, dmg+might+vul. Warrior hammer is dmg, dmg, dmg…..woo.
*2 Fierce Blow – A slow windup move and huge telegraph, and not even a big deal to land
*3 Hammer Shock – This move should be okay as it, except so many builds have ways to cleanse or outright ignore cripple (movement skill spam) that it’s not useful.
*4 Staggering Blow – Good on paper but meh in practice. It doesn’t move foes far enough to be useful for any area control, the telegraph is such that it’s easily dodged or just outright missed to blind spam, stability power creep is everywhere nowadays, and even when it does land fully, it’s short enough that it doesn’t set the warrior up to do much else anyway.
*5 Backbreaker – Long cooldown, single target, short range, huge telegraph. If you hit someone with this, they were probably AFK.
*F1 Earthshaker – HIGHLY telegraphed, and inconsistent execution and delay times. The long windup also makes it ESPECIALLY vulnerable to the blinds being spammed everywhere. The hit is also smaller than the AOE marker indicates. Did I mention it STILL, after 4 years, misses targets on uneven ground like stairs and ramps?
*Zerk Rupturing Smash – Similar to earthshaker but only hits in a frontal cone, often missing enemies on top of you somehow, and is bad even if it does land.
(edited by Dand.8231)
I’ll try to be extremely succinct.
The weapon traits hurt build diversity, and make players feel kitten when they try to use a weapon without the trait.
Forceful Greatsword – Make the damage and recharge baseline for Greatsword, change the trait to “Forceful Strikes – Might 5s on crit.” so it works with all weapons.
Axe Mastery – Make the recharge baseline for Axe. Toss out the ferocity. Change the trait to “Weapon Mastery – Crits grant 1 extra adrenaline, and gain a stacking ferocity effect” (similar to the Furious trait in ARMs tree)
Blademaster – Make the recharge baseline for swords. Change the trait to “Bleedmaster – 20% increased crit vs bleeding foes.”
Sundering Mace – Make the recharge baseline for maces. Keep the trait as is, except it applies to all attacks, and call it Sundering Strikes.
Burning Arrows – Make the recharge baseline for longbow. Change the trait to “Burning Projectiles – All ranged attacks have a 50% chance to cause burning 1 second.”
Crack Shot – Make the recharge, and 2 adrenaline on auto-attack, baseline for rifle, and just ditch this trait entirely. Rifle is barely worth using with it, much less without. Something brand new could go here. Remember, whatever it is would compete with Warrior Sprint.
Merciless Hammer – Make the recharge baseline. Drop the bonus damage versus stunned targets. The hammer auto-chain could REALLY use something fun, baseline. Maybe a blast finisher, or self-protection 1s. Anyway, replace this trait with a shiny new trait, maybe something like “Merciless Advance – Gain stability 1, 3s, every time you disable/knock/stun/etc a foe.”
Before HoT and the Elite specs launched, I drafted a concept for a Dragon Warrior, a Warrior who’d come to use Dragon Energy in place of Adrenaline, and wielded twin daggers, representing the Fangs of a Dragons Maw.
Welp, I never thought I’d see the day.
Maybe it’s just early still, but I used rush a few dozen times since patch so far, and have not missed a single one (cept legit evades, invul, etc). I’m almost afraid to say Rush is actually truly fixed, out of fear that I’ll jinx it and we’ll get rolled back! XD
I think the only one that slipped through is earthshaker. Between rush and the movement bug getting fixed, we might actually be the closest to bug-free I can ever recall.
Pat yourself on the back devs, while I go knock on wood!
Think it has more to do with most other weapons being subpar.
PvE you basically just need damage.
WvW/PvP you either need reliable control or high mobility, plus damage.
Any utility is also a huge plus.
Greatsword really is Great all around. High damage, high mobility, and an evade.
Axe/sh is great for dueling; Reliable control, high damage.
Longbow is decent, Decent ranged damage, and minor control (blind/immob)
Hammer is just meh. Damage is poor, while control is mediocre because its so unreliable (easily avoided)
Sword/Wh is just mobility and support. Damage is poor.
Mace/Sh is okay but gimmicky and lacks any mobility, and lacks damage on its own but sets up for damage pretty decently.
And rifle is only really good as a gimmicky zerker Killshot/Gunflame into WvW crowds for the lulz.
A big part of the problem is the existence of Traits for these weapons. Greatsword trait is extremely accessible in the Master Strength line, while Axe competes with zerker power in grandmaster, Hammer competes with Burst mastery in grandmaster, Sword and Bow are in lousy trait trees, etc
I think ALL weapon traits should be removed, some effects rolled in baseline, and replaced.
Whatever state everyone feels the class is in as a whole right now (good/bad/great/terrible) I feel that we can mostly agree that some individual skills are near worthless, and rarely, if ever, see any play.
The Warrior page on Meta Battle shows some rather interesting trends, a handful of skills that seem to be used in nearly every build, while others never see the light of day. Obviously MetaBattle is only a small part of the picture, but a telling one.
Axe 4, Dual Strike: Just underwhelming as is. Simply changing this to a 450 leap would add mobility and thus appeal to offhand axe.
Axe 5, Whirling Axe: A fun skill, but it’s just missing something. Making it destroy projectiles would really add some utility to offhand axe, and combined with a leap from 4 I suspect it would become a more appealing option.
Mace 4, Crushing Blow: As with Axe 4, changing this to a 450 leap would add mobility and appeal, and make a world of difference.
Mace 5, Tremor: Simply making the skill travel in a straight line, and much faster, would make it more appealing. Think Rev Hammer 2, Coalescence of Ruin.
Utility and Elite
Signet of Rage: The active is alright but not great, and the passive is weaksauce. All the other Warrior Elites change up how you play: Battle Standard makes you a Battlefield Rezzer, Headbutt can almost be spammed, and Rampage makes you go HAM on people. Meanwhile signet just sits there and sometimes gets popped for swiftness.
I propose that the Signet of Rage passive be reworked to generate 1 adrenaline per second at all times, and preventing adrenaline decay below 1 bar, out of combat. This would allow a Warrior to enter battle with a level 1 burst, and change up the playstyle. Compared to the other 3 elites, I highly doubt this would be overpowered.
Mending is the only untyped healing skill. Making it a physical so it can get the 20% reduction from “Peak Performance” is probably enough to make it more usable.
All Banners have a major problem, and that’s their immobile nature. I think the ability to summon the banner to you by pressing the skill a second time, would be a great way to vastly increase their usefulness.
Time for attempt #4! I made some slight adjustments (anim speed, attack radius, increased travel velocity for the small leap at the end) to the skill that should (hopefully) make it land more consistently.
I wish you the best of luck!
The other day I was dueling a friend, Warrior vs Warrior, and we both used rush at the exact same moment…. and went charging straight towards….. and then past each other, basically trading spots, both of us missing by a mile.
It was so hilarious and classic, we both had to stop and laugh it out on teamspeak for a while XD
You guys are mighty docile.
Honestly impressed by the amount of discipline (hurr) to avoid creating thread after thread crying out about certain aspects of our profession or our specialization.
Let’s keep it that way, and in about 10 days give or take be capable of providing constructive, non-rabid feedback about what we warriors need for our core and new specializations to make us work in HoT.
Just wanted to let you guys know that, that’s all.
- Just another Warrior.
TL;DR: In my case at least, im just tired. I’ve been very vocal and constructive on numerous things, and have made very little headway relative to the effort expended. I’ve lost my drive to provide feedback.
Warrior ‘Old School’ Sustain – Back in the ‘dark ages’ Warriors fought tirelessly to explain why Heavy Armor and a big HP pool was not equal to sustain. FINALLY, after countless months and discussions, Warriors got the victories they needed: A big juicy Healing Signet buff for sustained healing, and Cleansing Ire to address condi removal. But the ‘battle’ was exhausting and took far far too long.
Cleansing Ire and dependency on Longbow – Warriors loved the Cleansing Ire addition, but it’s nerf later on did not affect longbow, thus longbow because our premier sPvP weapon. This was FINALLY addressed, by adding Brawlers Recovery as an alternate Condi removal option, but it took ages, and was also an exhausting discussion.
Greatsword Arcing Slice – The original Arcing slice was a baaad useless burst skill. Ultimately, it got changed to be todays not-amazing-but-solid iteration, but yet ANOTHER battle that took massive amounts of time and effort to convey things to the ANet dev team.
Adrenal Decay Rate Nerf – The majority of the Warrior Forum blasted this change, but was ignored. Ultimately we accepted defeat, but threads still pop up from time to time.
Thick Skin – This trait is useless from both a math and build perspective. It wasn’t even working properly for months, and hardly anyone even noticed.
Toughness Stacking Traits – Toughness stacking has an inverse effectiveness: The more toughness you stack, the less damage reduction each point provides, thus you very quickly reach a ‘soft cap’ where getting more toughness is fairly useless. Suggestions were ignored, another battle Warriors lost.
WvW is a whole other (nonwarrior related) feedback mess as well. Not even going to TOUCH that one.
So, basically… im wiped out. I’m tired of hurling hundreds of carefully thought out constructive feedback threads into the ether. I play this game to have fun, and it’s slowly lost a lot of its fun. I appreciate that the devs efforts, but they’re making a lot of, what I consider to be, mistakes.
Look at the obstruction bugs on ranged attacks. Count how many times Greatsword 5 actually hits a PvP/WvW opponent. How long have Warriors asked for a way to tether or kit their banners to make them less of a chore to manage. How long has the try-to-pickup-an-item-forces-autorun bug been around (hint: launch). When was the last time you saw a Warrior kill an equally geared D/D Elementalist, or Mesmer? How many hours/days has it been since you got a 9,000 damage burning tick?
To err is to be human. But to let your errors result in failure is to be negligent (indifference/overworked/understaffed/etc are all forms of negligence on a company wide scale).
Berserker looks neat and all, but at the same time, it seems like it just lets Warriors do what they already should be able to, but cant at present.
PS: ANet has done a lot of things right too. They did their Cashshop perfectly, and maintained a cosmetic-only, no-pay-to-win integrity that I highly respect. Their customer support is solid in an era where most mmo support is thoroughly inept. And they’ve been a lot more open with the community as of late.
Sometimes I do not ge the credit for capping in wvw (camp/tower/keep), even if I am in the capping circle for the complete duration and killed the boss. There is no gold/silver/bronze reward or when I have a daily that does not count either.
This however does not always happen so I don’t really know how it can be reproduced.
I’ve had the exact same issue. It happens so rarely that it’s hard to say why. Since it happens so rarely, it’s not a big deal, probably only 20 times or so out of my thousands of caps… but there was a time I was tagged up, and we had a massive epic hours long battle over Gari. After finally pushing into Lords, and fighting multiple Waypoint waves, we FINALLY capped it…
…and I get no credit.
It was like a big middle finger. :/
I really, really love your idea, it’s creative and fits the bezerker theme! I hope a Anet have something like this in their mind:)
Do you think the daggers of your theory are mainly conditionbased or do they have decent power damage, too? Because like every attack seems to apply a condition.
Thanks! My theory is that it could function as a power, hybrid, or condi. The core of the design is theefold: The rapid dual-dagger attacks, the utilization of the F2 Dragon Hide, and the Weakness condition. On a power build, the condis offer a little coverage to your Weakness vs cleanses, but minimal damage, and your attacks will benefit from being combo’d with the Strength tree. On a condi build, they can tick up for a decent amount and stacked with traits from Arms. On a hybrid, you could mix it up with Tactics and possibly even do a shoutdag.
I’m glad I got this posted before the offhand torch teaser. I guess we’ll wait and see what ANet has officially planned for us, but I would like this idea of mine to get a little more exposure! Cmon guys, I’d love to hear your thoughts and comments!!
Updated and edited the main post to reflect the current status!
Actually burning DOES in fact need a nerf. I’m not one to run around screaming “Buff! Nerf! The sky is falling!” but in this instance, Burning stacks are notably strong.
For example, facing a Burn guard in PvP yesterday. The guard blasts me with heavy burning stacks (about 8-9?) which tick for 5k immediately. I cleanse them before they get a second tick. As im cleansing them (hell, im still in the postcast delay of the first cleanse skill), another few stacks are applied, ticking for about 2k once, and then a second time, before I get my next cleanse off. About 8 seconds later, I get a whopping 13 stacks of burn and get blasted for a 7k tick. I immediately cleanse this as well, before the second tick. Finally, a little after, a FOURTH application of burn for a few stacks, which start ticking away for 2k per second, and I’ve no more condi cleanse to drop because its all on CD. I’ve already taken 16k burning and thats without letting those burn stacks sit on me. And now im slowly melting to death while the Guard spams blocks and dodges and kites.
The only telegraphed part of this burn-spam was a quick purging flames cast, which is a 3/4s and has basically no telegraph at all on an Asura.
Anecdotal? Yes. But it’s not an isolated incident and is a symptom of the issue that is burning.
Burning is too easy to spam and apply, and/or ticks for far too much.
Condis in general, work very oddly in GW2.
Direct damage is Attacker Damage divided by Defenders Armor = Health lost
Condi damage is Attackers CondiDamage = Health lost
There is CondiDuration +/-, but since they exist on both sides of the equation, they often cancel out. And they remove damage off the BACK end, often not mattering a whole lot since 13 stacks of burn will down someone in 3-5 ticks, well before the duration comes into play.
Thanks for the feedback. I actually wrote it on a whim and out of the blue one day, and then sat on it for two weeks untouched, before refining it briefly and posting.
I dont think 2h Axe is an option, as they said no new weapons.
Twin Dragon Fangs: When wielding both a mainhand and offhand dagger, reduce dagger cooldowns and attacks have a chance to inflict weakness. Also unlocks the Dragon Hide (F2) mechanic, and Mantra skills.
Consume Energy: Whenever you inflict weakness or are granted a boon while in combat, heal for a tiny amount. Cooldown 1 second.
Prey upon the Weak: Foes with weakness inflict 5% less damage to you and take 5% more damage from you.
Legions Strength: Nearby allies gain might and retaliation for every mantra charge spent.
Spiked Hide: While active, Dragon Hide pulses retaliation
Resilient Instinct: Cast Channel Resilience whenever afflicted by 2 or more conditions
Legions Advance: While active, Dragon Hide pulses Swiftness and Vigor to nearby allies
Regenerative Hide: While active, Dragon Hide pulses regeneration
Eternal Hunger: Using Mantra charges also converts 1 condition into a boon, and all boon duration is increased by 10%
Legions Resilience: Activating Dragon Hide also grants nearby allies resistance, and stability. Whenever Consume Energy heals you, nearby allies are also healed.
Unbreakable Hide: Dragon Hide pulses protection when active.
Even Flow: Mantra skills will continue to cooldown in the background at half speed even while charges remain, and channeling a Mantra grants protection
Functions much the same as Adrenaline, gaining 1 strike per hit, and is compatible with other adrenaline traits, but now has a new purpose, accessible with the F2 button. (I continue to call it Adrenaline throughout; easier)
Description: A near-instant slash that goes through and past your target, damaging all foes in a line along the way, and inflicting them with bleed and cripple.
Cooldown: 30 seconds
Activate to use your adrenaline as a breakbar. The breakbar nullifys crowd control effects such as blind, fear, stun, and knockback, draining strikes of adrenaline rather than affecting the Berserker normally. While active, Adrenaline will slowly decay and cannot be regained from utility skills, but can still be generated from attacks. Remains active till adrenaline is depleted. If stability is active, it will be used up first.
1-1. Painful Slice
1-2. Infused Strike
1-3. Twinfang Strike
Description: A quick vicious slice, a painful slash infused with energy, and a two hit finisher that saps the targets strength.
2. Dragons Leap:
Effect: Cripple, Leap Finisher
Descrip: Leap at your foe and slash at their lowline, inflicting them with cripple
3. Edged Wrath:
Effect: Evade 1/2, Random Conditions, Whirl Finisher
Descrip: Do a spinning dive towards your target, inflicting a series of weak but rapid hits along the way (think Underwater Tsunami Slash, but faster, weaker hits) and evading all attacks. Each strike randomly inflicts bleed, torment, weakness, or cripple.
Range: 200 AoE, Whirl Finisher
Effect: Stun, Weakness
Descrip: A rapid sweeping blow that catches enemies offguard, stunning them. Successfully interrupting an attack will also inflict weakness.
5. Dragon Smash:
Range: 300 AoE, Blast Finisher
Effect: Daze, Cripple
Descrip: A powerful ground strike that staggers nearby enemies
As their skill type, Berserkers get access to Mantras. Mantras represent specific manifestations of the dragon energy Berserkers have naturally accumulated within themselves. Channeling the Mantra involves focusing and gathering that energy into a usable source, which can then be unleashed upon their unsuspecting foes. Once spent, they require a period of time to recover this energy.
Mechanically Mantras themselves have a 2 second channel time, and their specific powers have 2 charges each with a 2 second cooldown between charges.
Mantra of Consumption
Absorb Strength: Drink deep of the energy around you to heal, as well as transforming might on nearby foes into weakness.
Mantra of Power Conduit
Channel Power: Grant Resistance to nearby allies, and gain a bar of Adrenaline
Mantra of Dragons Resilience
Channel Resilience: Gain Resistance, Stability, and Stunbreak
Mantra of Command
Command Minion: Subverts and summons a dragon minion, who will attack your foes, granting you 1 adrenaline for each successful attack they make. The minion lasts 45 seconds, and you may have up to 2 at a time.
Mantra of Dragons Breath
Mantra Cooldown: 40s
Dragons Breath: Release a blast of dragon energy that explodes, disrupting nearby foes
Effect: Ground Target AoE, Torment, Daze, Weakness, Blast Finisher
Mantra of Dragons Appetite
Draw In: Pull all nearby foes towards you, stealing 1 boon from each foe, and inflicting weakness.
When most people think of Berserkers, a very specific image forms in their minds. However, this is my own unique take on the Warrior elite spec, in the GW2 world. It’s a bit wordy, but I hope you enjoy the read!
The elder dragons and their minions have been a source of immense destruction, ravaging the pristine lands of Tyria, and leaving naught but destruction in their wake. Countless defenders have fallen before their onslaught, entire cities burned to the ground. And yet, it is this conflict in which new heroes and champions are born as though they were blades in a smiths forge, tempered in the heat of battle. Pushed to their very physical and mental limits, those who are strong and determined inevitably find a way to overcome these limits.
There are many paths to victory… and to power.
A great many of these champions have flocked to the frontlines, but none stand with more sheer determination than those who follow the path of the Warrior. Heavily armed and armored, yet their most fearsome weapon is their hardened battle resolve. The rush of war, the thrill of combat, the feel of the adrenaline pumping through their veins, this strength is what drives their every blow, hardens them to stand against their enemies, and fuels the tremendous onslaught they’re capable of unleashing. They bring with them no magic, consort not with the elements, and bear no advanced technology.
Their foes, the minions of the dragons and ultimately the elder dragons themselves, however, are another matter entirely. Drawing from the very magic energy that surrounds them, feeding upon it, and growing strong thus, have proven to be formidable beyond any threats Tyria has faced to date. Many dragon minions have been slain by these brave and relentless heros, and yet it comes with it a heavy price, many Warriors have likewise fallen before the Dragons and the powerful weapon they wield that is dragon energy.
And yet as with any weapon, it can occasionally fall into the hands of the enemy.
Through their countless engagements with the elder dragons, a few rare prodigies have remained standing long after their allies have fallen around them. They cannot see it with their eyes, nor feel it with their hands, nor even sense or manipulate it on any conscious level, but the energy surrounding them is ever-present and undeniable. Instinctively, they have begun tapping into the very same energy as the dragons, melding it with their training and fury in the heat of battle, creating a new style of combat entirely. It is said that the very first among them harnessed this power in a great battle, impaled in the maw of a hungry dragon, surviving by shattering the great wyrms fangs, and then slaying the beast using the shards of its own sundered teeth as weapons.
How much truth there is to this story remains a mystery, but nonetheless, this new breed of hero has been seen on the battlefield as of late, using pairs of daggers fashioned to resemble the fangs of a dragon. The sight of a champion clad in heavy plate armor, and yet wielding a pair of shortened blades is somewhat puzzling at first, but all doubt is removed once they engage in battle. Unburdened by large cumbersome weapons, their blows are swift and sudden, precise and deadly. Each swing leaves them empowered and their foes weakened, as their strikes cause their enemies strength to leech away, which they absorb to bolster their own, making the outcome all but assured. This is not done as some ritual, magical rote, or practiced spell, but rather is a natural extension of their unique combat style, and indeed is not something most would even consider true magic. They are simply using that which they have at hand to see their enemies slain; nothing more, nothing less.
Interestingly, it has been noted by some perceptive scholars that each of their blows is similar to the dragons way of fighting, not in the manner which they employ dragon energy, but rather in the way that each of their blows and strikes could represent a dragon minion in an army: Perhaps not substantial individually, yet nearly without number, each representing only a tiny portion of the big picture, wearing their enemies down, and sapping their strength till they fall beneath the relentless and unending assault.
And what are this new breed of champion called? Officially, no name has been chosen, as there is no real organization to even make such a choice. They’re more a loose grouping of individuals from all walks of life, who’ve ended up walking the same path, sharing a spot on the frontlines, and standing shoulder to shoulder in battle. But owed to their brutal and energetic combat style, and the frenzied battle demeanor that comes from tapping into such a primal force, some have come to simply call them… Berserkers.
Posted by: Dand.8231
John, this sounds great. However, allow me to highlight what I think are a few of the major pain points that come up from time to time in WvW.
These should all be hands off systems that do not require constant dev intervention. In other words, either server controlled, or a player self policing system.
Cant stop the Zerg rush!
Rewards for non-zergers are important. You already touched on this one, so its clearly on your radar already, but possible specific fixes include:
: A special loot chest that uses a special form of magic find, equal to the number of enemy players * the number of minutes they were present / 10.
Basically, for every 10 players, the WvW Reward Chest gains +1% cumulative magic find per minute. If you spend 5 minutes fending off 30 enemies outside Hills, your reward chest would have a +15% magic find bonus. If you get involved in a major throwdown, driving off an army of 60 people after a 45 minute brutal war in Gari, your reward chest will have a hefty +270% magic find (60*45/10). If you only showed up for the last 10 minutes, however, you’d only get a chest with +60% (60*10/10). A failed defense event rewards only some Karma and a bit of WXP. To the victor go the spoils.
This will really give a hefty reward to scouts, who will be present the longest, and encourage them to call in support and do their best to defend.
And what does the WvW reward chest have? 3 drop slots:
Slot 1: Gear slot, such as a green or blue, but with enough bonus magic find, rares, exos, ascended, and even the super-low chance of a pre exists.
Slot 2: WvW item. This includes basic siege, sup siege, supply and disabler traps, WXP potions, etc. Again, better Magic Find means better loot.
Slot 3: The lotto slot: This is mostly going to be vendor trash items, like green sigils, garbage trophy items, but occasionally it’ll have karma potions, banner items, food, food trays, and other consumables. Again, all based on the magic find influenced loot table.
Best of all? This whole Reward Chest idea can be applied to attacking forces in the exact same way, to avoid them simply pulling out at the first sign of resistance and denying enemies the Defense Reward chest. The more enemies standing against you, the more lucrative the rewards for toppling their keep… but only if you have the tenacity to WIN!
The superior siege issue is is as such: Sup siege is basically mandatory and thus gets used in mass quantity, but there’s no way to mass produce it. This leads to legit players either grinding sup in the Mystic Toilet, or buying from the Mystic Forge botters who spam the TP with the stuff.
: Reduce the potency of Superior Siege from +50% down to +33% over their normal counterparts, this closes the disparity gap greatly, without eliminating it altogether. Provide a crafting recipe (maybe Weaponsmithing?) to mass produce.
Golems have a WvW mastery line, but to be fully effective, one also needs to socket Speed/Travelers runes. Why??
: Have the 5th point of golem mastery add a nonstackable +25% movement speed bonus.
Keep Trollin Trollin Trollin Trollin
: Siege, Food, and Claimed Camps/Towers/Keeps should all carry the name of the Person and Guild who claimed them.
Additionally, there should be a new option when right clicking a friendly player: Report WvW Misconduct. This option does NOT alert a dev nor take any account action, but instead grants the player a stack of ‘WvW mischief.’ Every 5 minutes, 1 stack fades away. If you have 10+ stacks, you will be locked out from placing Siege and WvW food.
There is a 10 minute cooldown on ‘Report WvW Misconduct’.
There is also a ‘Forgive Misconduct’ button which removes 1 stack, also with a 10 minute cooldown.
‘Report WvW Misconduct’ can also be done on Siege, granting the mischief stack to the player who threw it. Mischief stacks are account wide, and only fade when logged in.
We got a great big convoy
: A commander who uses the /supplyinfo command should see the supply of all friend players within a 1200 radius. This range fact should be displayed in the chat window.
: While tagged up, the /supplyinfo command toggles a new functionality on and off. While on, the commander sees a small white number appears above each friendly players head, showing exactly how much supply they have, and a number appears over the commanders own head, showing the total supply of all players within range 1200.
Teleport/Flying hackers are out of control on some servers.
: The game needs an automatic mechanism to check distance covered and locations and paths to ensure there is no funny business, like porting into and out of keeps at will and flying around in golems. There also needs to be a better reporting mechanism for players, and a Report Hack option, instead of resorting to botting.
This is actually a really cool idea. This could probably be applied to all classes
This system may not change a whole lot in terms of choice, but it would help rifle and LB a lot especially.
Would you be OK with me writing something up along the lines of “Removing Weapon Traits: A New Form of Variety” and we could put it in the general or PvP forums. I would credit you of course. I really like this concept.
Go for it. If I wanted to keep my ideas all for myself, a public forum would certainly be an odd place to store them eh?
Warrior is the only class I feel qualified enough to make such specific trait suggestions for, but I agree it could be great for all classes.
It probably suprises a lot of people since “the meta” is GS/Hammer and so many warriors use it
Hey, I’ve been playing GreatHam – I love calling it that – since back when all the cool kids were using shoutbow!
I do wish there were more viable builds tho, so that it wasn’t just GreatHam Rampage Wars as far as the eye can see.
I actually really like this. It alwows the warrior to pick whatever weapons suits them while not making them op. The longbow trait is really only good in hybrid and condi builds. Crackshot is meh at best do the rifle lack of utility so that baseline is ok. The only stun weapons are hammer , shield and mace so u still have to swap weapons to get the big hitting attacks. All and all I think this is a very solid suggestion
Just as importantly, my “Merciless Blows” suggestion doesn’t relocate the trait, so it’s competing with both Heightened Focus and Burst Mastery, two highly compelling choices. But I think it stacks up and is worth consideration at times!
Same with the suggestion for “Weapon Mastery”; it stays put, so it’s competing with Berserkers Power (and distracting strikes, but….lol). +20% with decent uptime, or always up +5% with bonus adrenaline.
The weapon traits are just not the best design model anyway. They really DO sort of limit diversity more than they encourage it.
Here’s a better way, eliminate all weapon traits and have each trait affect a much broader playstyle.
Roll the 20% cooldown into the baseline for ALL weapons that currently have a 20% trait. And roll in a few traits that the weapon basically requires to be usable. Replace these traits with traits that provide more compelling choices.
(Replacing Forceful Greatsword): Gain 1 stack of might per critical strike with any attack.
(Replacing Axe Mastery): All attacks deal 5% more damage, and critical hits grant 1 bonus adrenaline.
(Replacing Blademaster): All attacks have +20% critical chance vs bleeding foes.
(Master 3, Replacing Sundering Mace): Attacks cause vulnerability to foes with daze/stun/cc/etc
: Rolled into Longbow Baseline. Replace with a new trait.
: Rolled into Warhorn Baseline. Replace with a new trait.
: Rolled into Rifle Baseline. Replace with new trait.
(Replacing Merciless Hammer): All attacks cause +20% damage to foes with daze/stun/cc/etc
His post history suggests he’s just distraught about not being able to do what he thinks he ought to with his ranger. A number of people in the ranger subforum have already suggested he’s got a l2p issue.
Oh wow, you weren’t kidding. This is the most severe case of l2p I’ve ever seen!
Everyone lost a lot of boon duration, so while it is technically a nerf, it’s a global one not a Warrior specific one. Forget swiftness uptime, here’s the real nerf.
Warhorn 4 used to affect 10 targets and traited would convert 1 condition to a boon.
Warhorn 4 now affects 5 targets and traited it simply removes 1 condition.
So you literally affect half as many people, and the provided effect is half what it used to be. That is two 50% nerfs, which makes Warhorn 4 a meager 25% as useful as it used to be. Yes, it used to literally be 4 times better.
But condition converting isn’t “something Warriors should be able to do” according to the devs. Just like protection, or viable team support, apparently. What should Warriors be able to do effectively? No clue, they haven’t figured that part out yet.
Based on the changes, my best guess is we’re supposed to pop rampage and smash people for 15 seconds, then AFK at spawn for a few minutes while its on CD.
Whoa, lotsa misinformation in this post, let me try and break it down for you:
They’re immune to CC because of an OP trait that grants them instant stability every time you use a CC on them.
I assume you mean Last Stand. It does in fact give you 10s of stability on CC, with a 90s cooldown. This works out to a 11% uptime.
Then on top of that they have two, yes TWO, instant-cast utility skills that are stun-breakers AND grant stability.
I assume you mean Doly sig, and Balanced stance. Yes, they are powerful skills, providing strong sources of stability. However without them, Warriors tend to get CC’d to death, due to the fact that they are a melee reliant class.
Ranger is ranged, but still has a few decent stability options as well. In fact, Signet of the Wild is extremely similar to Dolyak. It provides the same stability as Dolyak, but it also grants a 25% damage boost, and a 50% movement speed boost. On the same 60s cooldown as Dolyak. The Wild healing is probably slightly more potent than the Dolyak Toughness too, but thats likely too negligible to be calculated in. And while Wild is lacking the insta cast and stun break function, the dps/move boost are powerful in their own right. I’d say signet of Dolyak vs Wild is actually pretty darn balanced.
Rangers also get Strength of the Pack (formerly rampage as one) which is 10s of stability (pulsing stab no less) on a 60 second cd. That gives it a 17% stability uptime.
On top of all this, they have the largest health pool in the game, heavy armor and insane damage output.
It’s true, Warriors do have a high healthpool. This is related to being a melee class with low active damage mitigation (literally 0 access to protection).
Heavy vs Medium armor is not as big a deal as you think. The difference between a Warrior wearing Soldiers gear and a Ranger wearing Soldiers gear is only roughly a 5% difference in damage reduction. I’ve mathed this out before but im too lazy to link ATM.
So I’m trying to shoot a Warrior with my Ranger, I lose 40% my HP just from his OP retalliation that has 100% up-time, then he just walks over and 1hits me with ANY one of his melee skills. IF I somehow miraculously get out of their 1million stun skills with a stun breaker, because none of mine are instant-cast stability (like OP warrior), I’m stunned again by their next stun.
Whoa whoa, now you’re just going crazy with the wild claims here. If you want anyone to take you serious, keep to the realism.
Warriors do not have 100% uptime on retal. Assuming they’re in defense, and assuming it procs perfectly for them every single time, they have at best 33% uptime. In a WvW Zerg, it is possible for ANY class to get 100% uptime in ANY boon, however, this is not Warrior related. Thats blob/boon stacking.
If a Warrior 1hit you with ANY melee skill, you were at very low health. A PURE BERSERKER warrior would look like this: ~2400 power, ~50% crit with a 210% crit bonus. We’ll assume he crit you with a Greatsword autoattack. We’ll also assume you’re a zerker ranger with 2118 armor.
(2400 Power * 1047 exo greatsword * 0.7 GS AA Coeff * 2.1 Ferocity Multi) / 2118 Ranger Armor = 1744 damage for an autoattack crit.
And thats assuming BOTH you and the war were zerker. Explain to me how you were 1shot by an Autoattack hat hit for 1744 damage please?
As for stun skills… you already claimed the War was running Doly and Balanced stance. Thats 2 utility skills. Almost every WvW warrior uses Greatsword. That leaves 1 utility skill, and 1 weapon. Lets assume Bullscharge, and Hammer.
Bullscharge is a 2s knockdown on a 40s cooldown. It’s also telegraphed enough that an alert and experienced player can reliably dodge it.
Hammer has Knockback on a 20s cooldown that’s difficult to dodge.
It also has a single target knockdown with a 30s CD and a HUGE telegraph making it VERY easy to dodge.
Finally, Earthshaker is a 2s AOE stun at full adrenaline, again with a HUGE telegraph making it VERY easy to dodge.
Also, Ranger has 4 stunbreak options. They’re all on a 40-60s cooldown, the same as Warriors Balanced Stance 40s, Endure Pain 60s, and Doly Sig 60s.
Why don’t I just stand there are bend over? That’s basically what the game wants me to do!
You need to BALANCE this stuff.
You need to get your facts straight before you randomly ask for nerfs. I hate to say it, but I feel this is largely a l2p issue.
edit: I made a mess of the open/close quotes ; ;
(edited by Dand.8231)
Agreed 5 sec grace period sounds reasonable
Agreed! Warriors would like back the grace period on degeneration that was removed.
I’m not looking to keep my adrenaline for some absurd time period between battles, but as someone who spends most of my serious playtime in WvW, I find that im often considered “out of combat” when doing lots of strategic maneuvers.
So now im all pumped up, after having just been in the very middle of a 30v40 fight not 10 seconds ago, currently sprinting across a field littered with the bodies of my foes, chasing down the broken and tattered remnants of an army we just smashed, weapon out, shouting battle cries and orders to my zerg……. and my characters Adrenaline decides plummets to 0.
Cause obviously this is boring stuff.
Hell, the Warrior adrenaline changes were so disheartening, and upset me so much, that they literally made me quit GW2 for a while. I came back when HoT was first announced, obviously.
I actually think a middle ground would be best.
How about this: Healing Power continues to affect all healing you CAUSE. But Vitality above 1000 now also (in addition to hp pool) influences all healing you RECEIVE.
So for example, presently Engi Healing Turret is: 2,520 + (Engi Healing power * 0.5), which means in sPvP, a Cele engi would have 560 healing, and heal himself and his allies for 2800 using this turret.
The new formula would be 2,520 + ((Engi Healing power + Targets Vitality – 1000) * 0.5)
The same Cele engi would now heal himself for 3080, about 10% more overall. This is because his Healing Power affects the outgoing heal, and since he is also the target, his Vitality comes into play.
Zerker amulet using allies affected by this Engis turret would gain no bonus healing, 2800.
Marauder allies would heal for 3080, also 10% more.
Soldiers would heal for 3250, or 16% more
Sentinels would heal for 3400, a 21% boost
Is this double dipping? Absolutely. But the current state of damage vs defense vs healing is a bit out whack, with Damage being king, defense being a bit weak, and healing being close to useless outside a few rare builds. The only issue I forsee is D/D elementalists could be indirectly buffed by this sort of change, and they’re already in a mildly OP state.
It also makes sense that having more vitality could increase your incoming healing.
/whisper was working inconsistently all last night.
1. I tried to send my guildy a whisper by targeting them, and right clicking their character portrait, but the chat box never changed to whisper mode (it was still stuck on /say chat). Odd.
2. So I manually typed /whisper name message and pressed enter… and it never showed up in my chat box or went out. Very Odd.
3. Then about 5 minutes later, suddenly that outgoing whisper showed up in my chat box, and right then my friend got it and replied normally, and then we were able to whisper normally back and forth after that.
Later on, whispering a different friend, again I was unable to send them whispers at all. Right clicking their portrait did not change the chatbox to /whisper and typing it manually never sent it out at all (it didnt even magically appear later on, like the first time did). I eventually just party invited them and we used party chat to converse.
Intermittent, and hard to reproduce, but very very odd.
I’ve always supported Fast Hands being baseline. It’s simply too important to ANY current Warrior build to be anything but a blackhole trait line.
I’ve always noticed this as well: Warrior success hinges more on their weapon skills more than their utility skills. This causes Warriors to need to swap more often.
Utility skills are basically all pure defensive and response skills that allow us to use our Weapon skills more effectively. Basically, Warriors run the three hard-stances, (endure, balanced, zerker), a SIO or FGJ, and occasionally someone breaks out a bullscharge for the lulz.
Check out http://metabattle.com/wiki/MetaBattle_Wiki and notice how every single warrior build brings disc except for the Dungeon Phalanax strength build, where you just camp GS and stack might against immobile mobs who stand there for you.
Also notice how most builds take 2, if not all 3 hard stances.
These problems, the requirement of Fast hands, goes deep, down, to the root of the Warriors problems as a class. The only way that Fast Hands could NOT be mandatory would be some huge rework of the Warrior Class that frees the class from having to spam swap.
Mobility is tied exclusively to Sword/Wh and GS. If you’re not on those, you’re getting kited. Fast hands is need to allow quick swaps to avoid being kited to death. Guardians have a similar issue here, but they at least get Judges Intervention to help gap close now and then.
Warriors have a serious issue autoattacking player foes. AA is hard to land consistently, and does relatively poor damage overall even when it does. Without being able to swap weapon sets often when their current set is on CD, Warriors would be stuck spending too much time AAing and not enough time using weapon skills.
Since utility skills are bound up to the stances and occasional shout, all combos (not field combos, I mean like effective chaining of different skills) must come from cross-weapon set interaction, which, of course, requires you to have swap available more often than every 10 seconds. Imagine trying to do a Skullcrack100b build without Fast Hands? If you just had to switch to on greatsword, that means you’re 20 seconds away from your gimmick.
TL;DR: Fast Hands baseline, or entire class overhaul.
After dataing mining even deeper I found this shocking revelation!
Our elite isnt the berserker… its the BardZerker!!
Vitality too. In fact, the same principle applies to all attributes in gw2.
Yes. Vitality is 10 health per point.
Precision is 1% crit for every 21 points, once you get above 916
Ferocity is 1% crit damage for every 15 points
I’m not even outright AGAINST having toughness scale inversely, but when you base damage output on a linear scale, ONE classes defensive capability around an inversely scaling mechanism, and base every OTHER classes defense around liner scaling mechanisms…
Here’s another interesting tidbit. (I borrowed the damage from my original post for ease)
Soldiers Light Armor 2788, and 1612380 / 2788 = 578 damage taken
Soldiers Medium Armor 2929, and 1612380 / 2929 = 550 damage taken
Soldiers Heavy Armor 3067, and 1612380 / 3067 = 526 damage taken
So, when using Soldiers, Heavy Armor only reduces damage by 4.56% over medium armor, and 9.88% over light armor.
Zerker Light Armor 1888, and 1612380 / 1888 = 854 damage taken
Zerker Medium Armor 2029, and 1612380 / 2029 = 795 damage taken
Zerker Heavy Armor 2167, and 1612380 / 2167 = 744 damage taken
When using Zerkers, Heavy Armor reduces damage by 6.85% over medium armor, and nearly 14.78% over light armor.
This just further demonstrates how the armor formula has diminishing returns. The more armor you get, the less each point is worth.
And yet power and damage scale in a linear fashion.
1047 * 2200 * 0.7 = 1,612,380
1047 * 3300 * 0.7 = 2,418,570
Notice how when you increase power from 2200 to 3300, a 50% increase, your total damage (before defenses obviously) ALSO increases by 50%? Linear scaling. Every point of power increase is worth the same as the point before, and after it.
So the problem as I see it is simple.
The Warrior classes primary defense versus direct damage is armor. This is pretty obvious, as the class has a lot of toughness bolstering traits, and no access to protection, aegis, dodge spam, teleports, etc. And yet, the more one gets of armor/toughness, the worse it is.
All the other classes defend using various means, such as evade frames, stealth, protection, healing, blind, rangekiting, or some combination thereof. NONE of these methods suffer from diminishing returns.
The only defense, and the only character attribute, that suffers from diminishing returns is armor/toughness.
I’m not sure if you’re a “dude,” Dand, but… “You Da Man, Dand!!”
Thank you for explaining how this can be fixed, and hopefully Anet Development puts your logic into their code to fix this distance problem for everybody when Quickness/Slow is applied!
And thanks for what you’re doing in this thread for the Warrior community!
I have a nifty post in the War subforum regarding Warrior Toughness Math too, if you’re bored and curious about that stuff. Not all of us Warriors are brainless meatheads :P
War main here.
IMO Rampage is a bit OP, but relative to the current meta, War w/o Rampage is a little UP. The class viability is basically propped up by the elite.
Thats not to say the class is BAD, it just seems to me that War power-crept upwards less than the other classes did in the major patch.
How to reproduce: Simply activate quickness (like the frenzy skill) and use GS3 or 5. The distance moved is greatly reduced.
quickness has always worked this way with movement skills and its actually usefull on warrior
edit: if you think this should have been changed with the june 23th patch, the notes only speak of “Movement-speed adjustments” which doesnt include slow or quickness
I strongly feel it is a bug. Here’s my logic:
The skills state the distance covered.
Quickness and Slow only affect the speed of skill execution, not range. For example they dont make projectiles travel further, nor do they make blink or teleport shorter or longer range.
The distance should not vary, only the time it takes to cover that distance.
Now the bug here is that these skills do NOT actually have the distance hardcoded into them. What they have is a channel time, and a travel speed. Quickness alters the channel time, but not the movement speed.
Heres the simple math behind the bugs:
GS3 Whirlwind is channel 0.75s and range 450, which gives it a travel speed of 600 per 1s.
GS5 Rush is channel 2s, and range 1200, for a travel speed of 600 per 1s also.
So for GS3 Whirlwind, Cast time of 0.75 divided by Quickness 1.5 = 0.5 Cast time. 0.5 x speed 600 = 300 units of distance covered.
Rush is the same. Cast time of (2 / 1.5) x 600 = 800 distance.
When you look at it like this and realize the range is not hardcoded in but a function of channel time multiplied by movement rate, it seems pretty obvious that the interaction with Quickness/Slow is unintentional.
Edit: The fix would be easy, just for Whirlwind and Rush, have the movement rate get modified too. Quickness would multiply the movement rate by 1.5 while slow would divide the movement rate by 1.5. The resulting math would be….
Normal Rush: 2 × 600 = 1200 covered
Slow Rush (2 * 1.5) x (600 / 1.5) = 1200 covered
Quickness Rush: (2 / 1.5) x (600 × 1.5) = 1199.7 covered
(edited by Dand.8231)