Showing Posts For deadhunger.1290:
i’m ok to meet halfway at 50%. would work well with desperate power.
“Deliver an uppercut to your foe”
Maybe it should be a blowout move instead, and use an uppercut animation like the hit on the rush ability.
exactly!
either a short range blowout/knockback or a knockdown.
it feels clunky because you’d have to pick it up to not waste the long cooldown for the effect. my idea of having it on lower duration but cooldowns so that it’s ok to leave it after you summon it. it’d be similar to guardian symbols but with an option of mobility should you choose to carry it.
i personally don’t find banners on my back visually appealing. it kinda makes me look like a mountain hiker and it would also look awkward dodge rolling with a big banner on my back (to each his own i guess).
thanks for the feedback!
i would love to have an F2 skill, but i feel its easier for them to add a new trait than a new mechanic altogether, thats why i thought it could be a trait
and personally, i dont think it’ll pigeon hole us into a certain trait line, rather, give us more build diversity. i can only see it working well for a cc-heavy build, and you should be sacrificing some dps or survivability if you want it… just my 2 cents though
- your opponents switches back to their last weapon set / kit and they can’t swap out of it for the next 5-10 seconds
i’ll go with this could work as a trait in strength or arms. the effect could be disarm on cc/stun…
could also be – put weapon skills on cd… so they’ll be forced to swap, weapons.
I’m sure many of us want this too. This may not be a big buff on sustain but this gives us more active damage mitigation in a more active gameplay. We could have more blocks, traits that synergize with blocking, using a shield among other things. Here are some of what I have in mind:
More blocks available for weapons
- mace #2 and sword #5 to be able to block ~3 melee hits within a 2sec channel.
- Mace #4 to be a 2-stage skill. 1st stage to channel a blocking stance , able to block ~3 melee hits within a 2sec channel… 2nd stage is activatable during channel to inflict 4 stacks of vuln
- GS #4 – similar with mace #4 suggestion. Although I think this is too much to ask in GS.
Block related traits
Mighty Defenses – change to give 2 stacks of might on block. Give 2-3s of retaliation on block. In theory, its like a parry system, we block and counter attack via retal.
Counter attack specialist (New trait suggestion) – not necessarily block-related but can synergize well with Mighty defenses. Increase retaliation damage by ~50-100%.
Shield mastery and reflect projectiles trait – this has been suggested many times by many players already, so it’s best we include this here. though it might be OP… idk, i want it
I would like to see banners used in an offensive setting as I think there’s potential for this.. I’m not suggesting for a change in mechanic, just a few additions to what we have now. I don’t want to make it OP so please do tell if you feel like it is. Here’s what I got in mind.
Change in Banner Timers – make banners last for ~30-45 secs and make cooldown ~60 secs (except for elite ofc). So it wont be such a waste to cast a few banners and leave them on the ground. It’ll also synergize with the following suggestions
Powerful Banners – increase damage done by ~50- 75%. Increase the aoe radius to ~180-200. I kinda like the thought of dropping banners on foes and deal a good amount of damage… Would be good to see damage around ~50-75% of arcing arrow per banner.
Inspiring Banners – add an effect where banner cast time is reduced by half or make it instant. This is to synergize with the powerful banners trait.
Demoralizing Banners(new trait suggestion) – I’m thinking this can be a master trait in tactics. Banners cause a condition on nearby enemies ( ~600 range, 5 targets max) when summoned. Condition is unique per banner:
Banner of strength – weakness for 5 secs.
Banner of discipline – 5 stacks of vuln for ~5-10 secs
Banner of defense – cripple for ~3-5 secs
Banner of tactics – 4 stacks of bleed/confusion for 5secs
Battle standard – all of the above effects. Its not an elite for nothing right? Idk too OP?
What do you think?
should still be ~5secs of retal or more.
personally, im more into passive %dmg reduction than protection (can’t be stripped and possibility to gain protection from external sources)
They could offer a similar trait like Heightened Focus granting 5,10, and 15% damage reduction based on adrenaline levels. The only problem I could see with this is that warriors would feel pigeon-holed into the Defense Tree even more so now for spvp and WvW aspects.
I have more interests in to active ways to mitigate damage. We had passive damage reduction in past other MMOs and feels dubbed down. Anet prided themselves on active combat (evades, dodges, and blocks) so they should maintain that idea.
I agree we don’t want to force people into going deep into a trait line just to get better survivability.. However, we do want to reward those who do invest into defense – which I think this trait will do well. We don’t want this to be easily accessible as we don’t want to see pure berserkers having too much sustain.
We still have the problem of how to give JUST ENOUGH sustain for those who wants a bit of both worlds (i.e. OK damage and OK survivability). This is through more defensive options (weapon skills, traits across other trees) that gives JUST ENOUGH sustain by sacrificing JUST ENOUGH dps… there have been a lot of suggestions around the forums concerning this (more blocks on weapons, evade on mobile skills, more healing capability, etc.) but it would be off topic.
Yea, although it doesn’t take much to get hit by a crit. And i think the point of retal proccing on crit is to punish high crit chance opponents. 100% chance of proccing on getting hit by a crit is better than 10-25% chance on all attacks imo.
…if you do take cleansing Ire as well you can either choose to give up your damage reduction and your Adrenal health Regen for Condition cleansing, or keep it to combat incoming direct damage.
I neve actually thought of this being balanced by cleansing ire, but come to think of it – it looks good that way. gives more depth to the gameplay.
should still be ~5secs of retal or more.
personally, im more into passive %dmg reduction than protection (can’t be stripped and possibility to gain protection from external sources)
and 33% uptime on retaliation isn’t really appealing on a GM trait.
at least have it grant 5secs or retal upon taking a critical hit with a 5 or 10 sec icd. and move it to minor 5 or 25.
some GM trait suggestions could be
Will to Survive – increase damage reduction the lower our hp goes. (this could be the counterpart of desperate power)
at 75%hp, increase dmg reduction by 10%,
at 50%hp, increase dmg reduction by 15%,
at 25%hp, increase dmg reduction by 20%,
Counter-Attack Specialist – reduce incoming damage while under the effects of retaliation (~15-20% dmg reduction), increase damage caused by retaliation.
i suggested this on another thread and i think it’ll at least minimize our blind frustration with a single trait buff.
we have http://wiki.guildwars2.com/wiki/Short_Temper which is an adept major trait in the strength tree,
we could add in an effect to instantly recharge our weapon/burst skills after missing an attack or getting blocked in addition to the might stacks.
so when you do get blinded and miss your big earthshaker, your skills don’t go on cooldown, you can use at again immediately but this time with an added 3 stacks of might. of course instant recharge effect will have icd.
Its still can be cool.. as (noob censure?) 5 minor trait
yes, move it to 5pt minor.
and perhaps, replace it with a grandmaster trait that synergizes with it. somewhere along the line of x% damage reduction while you have retaliation?
i agree, ire and hammer could move to strength tree and shield mastery + reflect projectiles is a must (honestly looking forward to see this change soon).
but all in all, we shouldn’t be able to access every good traits at the same time.
tactics minor traits makes sense if we look at the tactics warrior as a backliner/support whose strength is boosting his team through boons, heals, and keeping them up. i just feel like these traits give too little to be actually useful.
maybe if they change reviver’s might to something like – reviver’s rage – the effect would be like giving a mini SoR effect (5 might, fury and swiftness for ~5-10secs) to nearby allies when you start to rez someone.
as for blinds – i mentioned this on another post – they could improve our existing trait short-temper to recharge burst/weapon skills (on a 3~5 icd) and grant 3-5 stacks of might on block or miss
i like the cc skills on transform + double HP.
although i’d love it if they changed it so that:
- we have ability to use utility skills
- on transform we get 2x our full hp (we go back to our previous hp when after the transformation)
- weapon skill #1 is still retained on transform.
how about a change to short temper to grant 3-5 stacks of might and recharge weapon/burst skills on block/miss – they could add an icd to it ~3-5 secs..
i think this could work to alleviate frustration caused by blinds/blocks
That’s actualy a very good idea, getting angry because you miss your target. But I don’t think you need to add any cooldown to it, because the might duration doesn’t last long enough to justify a cooldown.
i agree might should stack. the instant skill recharge would need icd, though.
~50% uptime condition immunity* would be too much.
how about a change to short temper to grant 3-5 stacks of might and recharge weapon/burst skills on block/miss – they could add an icd to it ~3-5 secs..
i think this could work to alleviate frustration caused by blinds/blocks
would love to have parry! although isnt it similar with retal?
on another note, i think it would also be cool if retal granted bonus damage when a warrior blocks an attack
i originally posted this as a reply on the suggestions forum but would just like to share it with the community as well.
we do need sustainability but i personally don’t think that protection and increased healing is the way to go. my idea is in the lines of blocks and mobility which is more warrior-like imo.
so here are my ideas.
I. Increase blocking capabilities
first off, i would love protection on warrior but i don’t think they’ll give it to us – ever (?). so why not give us more damage mitigation through blocks. currently we have 3 skills with blocking capabilities (shield 5, mace 2, and sword 5) but only the shield does it effectively.
how about make mace #2 and sword #5 block 2-3 hits max for the duration of the channel? channel can still be cancelled for activatable effect. mace #4 could also be 3-second channel block (block 2-3 hits max) secondary-activatable skill still gives vuln.
(imagine dual maces, or mace-sword/sword-mace hybrid cc-bleeder)
with this, i think it’ll make us more viable as a bunker, give more reason to use mace -20% cooldown trait as well as the missile reflection trait (even if separate from shield mastery). this also promotes build diversity.
some more traits that synergies well with this would be mighty defenses (gain might on block which could be improved to grant ~2s of retal on block).
II. Evade on mobile skills/more mobile skills
im sure this has already been suggested, but just to prove a point. warriors have the best (or at least voted as having the best) mobility in the game, and counting the fact that we need to stick to the target to at least put up a fight, i strongly suggest that mobile skills should have evade. or at least make this traitable via mobile strikes or make it a new trait.
sword 4, rip (after impale) could also be a leap skill. (imagine wielding dual swords with 2 leap skills – epic)
GS 5, rush could also be a leap – would look better for my taste. OR at grant evasion OR at least immunity to movement impairing conditions. although i’ll be happy if they just fix it LOL.
axe 2 and/or 4 could be a leap skill too. maybe give it 300 range or something? (3 short distance leaps while dual-wielding axes would look awesome too)
increase axe burst range to 600 or at least 450.
TL;DR
suggestions are:
- make mace 2 & sword 4 block 2-3 hits max during channel
- make mace 4 a channeling-block skill, 2-3 hits max during channel. make the vuln as secondary effect
- mighty defenses to grant 2s of retal on block in addition to might.
- add evasion to mobile skills (or make available via trait)
- make sword 4 (rip) a leap attack
- make either axe 2 or 4 a 300 distance leap – or both
- increase evis distance to 450 or 600
hi, just like to add a few suggestions for warrior sustain and i guess warrior gameplay altogether.
not sure if these were already mentioned before but i’m gonna list ’em down anyway. here goes:
I. Increase blocking capabilities
first off, i would love protection on warrior but i don’t think they’ll give it to us – ever (?). so why not give us more damage mitigation through blocks. currently we have 3 skills with blocking capabilities (shield 5, mace 2, and sword 5) but only the shield does it effectively.
how about make mace #2 and sword #5 block 2-3 hits max for the duration of the channel? channel can still be cancelled for activatable effect. mace #4 could also be 3-second channel block (block 2-3 hits max) secondary-activatable skill still gives vuln.
(imagine dual maces, or mace-sword/sword-mace hybrid cc-bleeder)
with this, i think it’ll make us more viable as a bunker, give more reason to use mace -20% cooldown trait as well as the missile reflection trait (even if separate from shield mastery). this also promotes build diversity.
some more traits that synergies well with this would be mighty defenses (gain might on block which could be improved to grant ~2s of retal on block).
II. Evade on mobile skills/more mobile skills
im sure this has already been suggested, but just to prove a point. warriors have the best (or at least voted as having the best) mobility in the game, and counting the fact that we need to stick to the target to at least put up a fight, i strongly suggest that mobile skills should have evade. or at least make this traitable via mobile strikes or make it a new trait.
sword 4, rip (after impale) could also be a leap skill. (imagine wielding dual swords with 2 leap skills – epic)
GS 5, rush could also be a leap – would look better for my taste. OR at grant evasion OR at least immunity to movement impairing conditions. although i’ll be happy if they just fix it LOL.
axe 2 and/or 4 could be a leap skill too. maybe give it 300 range or something? (3 short distance leaps while dual-wielding axes would look awesome too)
increase axe burst range to 600 or at least 450.
TL;DR
suggestions are:
- make mace 2 & sword 4 block 2-3 hits max during channel
- make mace 4 a channeling-block skill, 2-3 hits max during channel. make the vuln as secondary effect
- mighty defenses to grant 2s of retal on block in addition to might.
- add evasion to mobile skills (or make available via trait)
- make sword 4 (rip) a leap attack
- make either axe 2 or 4 a 300 distance leap – or both
- increase evis distance to 450 or 600