I also agree frenzy needs a rework because other professions have better ways to counteract the penalties from their respective quickness utilities. For example, the thief has access to signet of agility (short 30 second cd) to partially counteract the endurance lost from using haste. Also, the ranger’s inability to heal while using Quickening Zephyr is not a strong penalty as ranger’s mainly deal ranged damage from a SAFE distance meaning that they are less likely to take damage to even require healing.
On the other hand, warriors only have access to endure pain (a long 90 second cd) to negate damage. Furthermore, warrior dps mainly comes from melee weapons so there is a higher chance of receiving that +50% increased damage.
In my opinion frenzy should be changed to this:
Consume all 3 bars of adrenaline to gain quickness for 4 seconds.
this would make sense for the warrior theme because a warrior under frenzy would trade off power for speed (lose berserker’s power if traited in strength line), not care for own safety (lose adrenal health in defense line) and lose concentration (lose heightened focus in the discipline tree).
However this would also grant more synergy to other warrior traits such as Furious, Embrace the Pain, etc as warriors can quickly regain their adrenaline while under quickness.
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