Also, I can’t bring myself to use Lich Form in a 1v1, and I’m not really sure why. Maybe I’ll try forcing myself to use it more. Either way, I enjoy seeing other Powermancers roaming around in WvW.
It is a bit to slow, long cast time and you become very slow inside it so are easily out run. I personally run with Golem most of the time in my Powermancer build.
You do know you dont want to have 51% Crit chance right? Unless you plan on staying inside it alot, even then i would be aiming for around 30-40% considering you are going so high in precision and you get the fury on entering DS that means you have 121% for the first 5 seconds.
http://gw2skills.net/editor/?fQAQRBIhdu1IjW1e2mlG9eCB6x7hLOTUBkh6h7sOfIA-jkCBofDimgAiuII0HYEBhO1sIaslhFRjVZDT5SIV9KySBMqyI-w
That is the kind of build i would run, a few changes. Gone into Spite 30 and got Close to Death and Chill of Death. 30% Crit Chance, 80% inside DeathShroud.
Travelers for the extra pace, condition duration is meh but Boon duration, crit damage and everything else is solid
Solider weapons for the power, toughness and Vit for the extra survivability
Do you have any recent gameplay, seeing that one is from before the changes to condition UI were introduced…
There is no campaign against solo roaming. The campaign is against the thieves/warriors/mesmers/elementalists
I disagree with Ele and mesmer.
Ele – Ride The Lightening got nerfed and long cool down when used with no target. That is fine with me, they have other movement skills but again none of these are that big.
Mesmer – They have stealth sure, but they are slow, they have Blink but again that doesnt make up for the fact they are slow.
I agree with Thief and Warrior though, far to easy for them to stop run and be gone.
I could never understand why we couldn’t use enemy siege, They should add an option for allies to dismantle their own siege and regain say 75% of the supply used while any that aren’t dismantled the enemy can use…
Hm. I thought necros hitting for 5K on auto-attack while in their invounerable mode aka death shroud was OP. Guess condi necros are worse :/
Lol, DeathShroud is NOT invulnerable mode….
Its good against 1 Vs 1 but the MORE people involved the WORSE it becomes. Unlike classes who can just use ACTUAL invul skills and become immune to ALL the damage that gets thrown about DeathShroud MELTS when focused. Not quite what i would call an Invul mode…
Dat logic, I don’t even know what you’re getting at with who needs to pay for what.
This is 1v1 we’re talking about. Stability means very little and clearly from your claims you haven’t seen a good necro because that’s ridiculous. Dodge needs to be beating CC. How many builds/classes can actually invest in stability for 1v1?
Stability means “very little” huh? When did this apply? Does this mean all other classes are getting theirs removed seeing as it means “very little”…
It happens in WvW all the time for me. I am being forced to stop move the character around, try again and if it still doesnt work keep randomly moving the character until it does.
I reckon this was done on purpose, to stop people from being able to port back to safety easily….
Play another game, its on the verge of losing all its interest as it is. I will wait and see what the next patch offers and if i don’t like what i see – Simply quitting the game, WvW is the ONLY thing i like playing and they clearly dont like that mode, so why stay?
MMs don’t take VP not because it requires precision (although that helps), but because its just plain worse than the other options. That’s it, it is literally just an issue of math, VP is worse than the other options in that line. Even if it were buffed to the point of being useful to a standard non-MM build, it would still be subpar on MM builds. They could literally take VP as it is right now, double its effectiveness, and it would STILL remain subpar to Mark of Evasion.
To show what I mean: Mark of Evasion applies 2 stacks of 8s Bleeding. Even with 0 condition damage, that will total around 80 DPS. VP deals around 40-50 damage per crit. This means you’d need to get 2 crits per second to exceed the damage of MoE, with MoE at its worst possible use. Not only that, but the regen on MoE will just flat out always out-scale VP’s healing, not only to yourself, but to up to 4 extra targets in the area (you know, minions?).
This will remain a fact as long as the MM “meta” stays as it does and Blood Magic triats remain balanced. VP is flat out bad in any full MM build, end of story.
I am talking healing wise…
With just 30 points into Blood Magic no gear or anything Mark of Evasion is 835 health from the regen, 10 second cool down which call also be removed and corrupted – into Poison i would assume
Vampiric Precision is 39 healing every time you crit, Say you have 25% Crit chance, not much quite easy to do over the course of a 30second fight
what would give the most healing?
Mark of Evasion would be 2,505 used 3 times on cool down
How much roughly would/could you get from VP in that same 30seconds assuming you have 25% crit chance?
Why doesn’t Anet go the route of Elementalist Lightning Surge or whatever.
If the attacks do not hit a target the cooldown is doubled.
Although IMO the range is seriously kittened on Warrior GS. Or they could make the whirl skill like those Nightmare court guys and slow it down like 4X, that would work too…
They SHOULD, but seeing as how Warrior are a much loved class i doubt they will simply for crying on the forums would likely make the site go down…
Bumping
How about an acknowledgment anet?
Got more chance of winning the lottery 10 times in a row without buying any tickets…
yeah but how much healing do you get if you take Vampiric, Bloodthirst, Vampiric Precision and Vampiric Master with 7 minions? Each minion healing for say 64 (according to GW2skill) thats just with 30 into Blood Magic, taking Blood Thirst and Vampiric Precision no gear or anything so that is EVERY time a Minion hits and dont forget the heals from Blood Fiend as well as the heals from Vampiric and Vampiric Precision
To me, that seems like it could be some decent self heals.
One thing to note, if Shade comes back into the game, in-DS stomp/res will never exist. It will always stay like it is now, if not get nerfed. Just saying.
If it comes in as a minor trait or one of the 5, 15 or 25 point traits that is fine with me. Would be REALLY hard deciding if i should let go of Deathly perception for it…
Supposedly next week sometime we can expect a large sneak peak at the balance changes coming in February. This is likely also the first major patch of the year, so it’s probably a safe bet to assume the WXP changes will be in there as well.
I am going to assume, that they will have “bug fixes” hat actually create new bugs seeing as that is how they roll. Rather than make ANY balance changes.
They should FIRST fix ALL the bugs, issues, text on skills and everything else first. You can’t really balance the game when it has so many bugs and issues.
You take Rampage and Warriors take Fiery Greatsword and its a deal.
I see you are back to diverting the topic and the conversation AWAY from where it was, How exactly does this have ANYTHING to do with the subject matter at hand?
At least TRY and keep it on topic.
MMs have attrition through:
Decent sustain via siphoning
Good sustained DPS (relatively low burst)
Strong hard and soft CC
Great poison/weakness access, on low CDs
High base defenses (HP/toughness)You restrict it from MMs by making it trait-based. MMs are pretty stuck into a few trait lines if they want the sustain that comes with the build, so by adding it in to basically any slot except for Spite 10, you restrict it from doubling up with MM builds.
We have access to most of that anyway.
Poison is auto attack on Scepter, personally i wish it would be on Dagger
CC we have without MM builds as well
High defense same without MM builds
The only thing i can really think of is the Siphoning:
Full of Life
Vampiric
Bloodthirst
Vampiric Precision
Vampiric Master
I wonder how well a build with the EXACT same traits as a MM build would be if it didnt have Vampiric Master. I think that is what tops it over when combined with all the other Siphon traits and Dagger #2
You left out the “if you’re about that life” in regards to perplex runes. Perplex runes along with torment sigils stack violently. TBH I think perplex runes should be deleted.
We don’t have that many interrupts i wouldn’t think that It would be as useful on here than say a Warrior or Mesmer, even Engi as they all already have access to confusion.
I dont think they have stated an exact date, knowing them it will be late and riddled with bugs – just like a lot of things they release without bothering to actually test them first
Think I’ll be in your boat soon. Between the mods and the dev team.
I think the longer things stay like this the worse its going to get, totally agree with the mods they actually seem WORSE than the devs.
Its a fast moving class that is design to charge in big zergs and run out
Removing mobility from warriors is like removing stealth from thief’s or clones from mesmer´s.
Its NOT removing it, giving it the same treatment as Ele got.
If you think about it… If you take terror AND dumbfire(lol) you are stacking bleeds, burning, poison, confusion
Wheres the confusion from?
Now i would actually have a tough time deciding what to take if Foot In The Grave was turned into Shade and that is how it SHOULD be, it should be a tough decision what traits to take but thanks to the way it is, you know what traits to take and what ones are totally useless.
What happens if it was on a weapon skill but you didn’t use that weapon? It isn’t even sacrificing a utility since Mesmers do the same for Blink right? Why is it fair for Mesmers to have to sacrifice stuff for it but the poor Necromancer wants more innate abilities. All classes sacrifice stuff for mobility, it shouldn’t be any different for the classes you play and don’t complain when the enemy is sacrificing for that mobility, but the poor baby don wanna?
Not really the same, seeing as you can keep the Wurm up and doing damage, sure it can’t move or anything but it is something then you are killing it to move. Now if it was just a straight up Teleport which in my opinion would actually be better then you could compare them, of course if it was a Teleport it would need its cool down reduced to 30 seconds like Blink is.
Taking a weapon isn’t that much of a sacrifice compared to having to use a utility slot for it.
Point is, now Necros will always have conditions, since it’s built in. it’s their mechanic, Death Shroud also provides this regardless of your spec.
That is true and with that it means our utilities can’t be made any stronger otherwise the balance will tip again, I do think this was an unneeded nerf though.
Necros have many ways to strip and convert/strip boons. The thing is conditions on necro are so easily reapplied since they have them on nearly every weapon skill
Say that to Axe, Focus, Dagger(MH) and Warhorn what do you get with them weapons? Vul, Chill, Cripple The problem is that Staff and Scepter just have to much it means everything else has to be nerfed down assuming that every necro runs Condition builds.
We already see attrition on Necros; MM builds. Its really not that difficult to turn current non MM builds into attrition, if they added in traiting that would allow power and condi builds to mirror what makes MMs strong, but in their own non-minion way.
But it would need to be in a way that has NO affect on MM builds. What makes MM builds so tough? The health? The siphons? The Conditions? The numbers between projectiles and the player?
Likely true. The curious thing then is that ANet has unwittingly created a template for some other game publisher to do it right. There are many desirable aspects of WvW in GW2 (if there weren’t there wouldn’t be so many of us still here to gripe about the more egregious shortfalls), but the problems stick out like a sore thumb … AND … are correctable. It’s practically like ANet is saying “Here … I released this popular open world PvP subset of my game but I’m really not interested in messing with it any further. Please modify it as you see fit and take away a bunch of my customers.”
yep, i believe the Elder Scrolls Online with have a WvW mode as well, not sure what it will be called but i from the videos i saw, it looks interesting, just a shame they ripped the combat from the Single player games just dont see it working in an MMO
Well if we get a large majority of opinions on our traits and weapons, perhaps the next time the devs come around to collaborate, we have solid information to present them.
Imagine if they came to us, talking about changes to X Trait, and we can refer them to a community consensus on that trait, and possible changes to that trait. Instead of presenting individual opinions and ideas, we can bring the weight of the community consensus to bear, giving more strength to our arguments.
Yeah, they will read the suggestions and simply ignore them, just like every other time we have tried doing something like this.
So in fact variation of 1,2,3 skills from Warrior Hammer and 4,5 from Guardian Hammer. No, thanks, I like OP idea more.
No reason to add new weapons if we just copy/paste old ones. New stuff should be a progress in the game in my view and feel, look and sound unique.
Yeah i took a guide from them, but do you think that when we get new weapons the skills are going to something new? Anet won’t do anything like that, when they can just rehash weapon skills they already, just like they reuse the same animations and everything over and over again
So what are you gonna do about Guardians using meditations to escape or Flesh Wurm Necromancers. You have 8 seconds to activate it without the trait and you can use Flesh Wurm too so anyone chasing you is screwed even without a cliff. You talk of offensive and defensive but who gives you the right to label either of them?
Never met a Guardian that could out run me, then again roaming you rarely meet guardians at all. Flesh Wurm Necromancers again, sacrificing a minion on a 40second cool down…I would GLADLY swap that for a WEAPON skill that moves me 1,200 so that i have space on my utilities for something else.
You can not compare a 40second cool down Utility to a 20 second cool down weapon skill, they are NOTHING alike. Now. If Flash Wurm were actually a weapon skill on a 20second cool down then yeah we could compare them but they are not.
You suggestion to remove stealth from active combat would indeed require a major redesign of the class, it’s not just tweaks like, for example, the changes to heartseeker in the past. You do not play thief, you have no idea how pervasive the use of stealth is to it.
NOT totally remove it. Remove the Leap from Heartseeker should be enough. They have access to stealth and it should be a “right situation” sort of deal. Not to use it simply because you can every 4 seconds but using it at the right time
My idea for Hammer-
Hammer:
Hammer #1:
Chain 1: Damage your foe, 130range, 1/2second cast time. 2% Life Force
Chain 2: Damage foes in range, 130 Range, 1/2second cast time. 3% Life Force
Chain 3: Smash Ground, Create Well of Blood*, 6 Second Regen, 3stack Blood 6seconds 1.5second cast time. 5% Life Force
Basically a Mark of Blood that can trigger when you are on it.
Hammer #2: Furious Bash – Damage foes with a ground attack, Inflict Weakness(5seconds) on all in range, 180 Radius, 300 Range. Combo field: Blast. 3/4second cast. 9second cool down. Gain 3% Life Force for each foe inflicted with Weakness
Hammer #3: Necrotic Wave – Send out a wave towards your target that deals damage and inflicts Torment to all foes between you and your target, Further away the targets the more stacks of Torment they are inflicted with. 1second cast time, 20second cool down 1,200range Gain Life Force based on How far away foes are
<100Range = 1stack of Torment, 2seconds 5% Life Force
100 – 250Range = 2 Stacks of Torment 5seconds 4% Life Force
250-500Range = 3Stacks of Torment 8seconds 3% Life Force
500-1000Range = 5Stacks of Torment 10seconds 2% Life Force
1000-1200Range = 6stacks of Torment 15seconds 1% Life Force
Hammer #4: Steal boons and launch your foe depending on the number of boons stolen. 1second cast time, 30second cool down.
1-3 Boons = 500 Launch
4-6 Boons = 750 Launch
7-9 Boons = 1000 Launch
Hammer #5: Ring of Decay – Creates a ring around the Necromancer that foes cant enter, they get knock back and random condition every time they touch the ring of Decay. foes inside the ring cant not escape, touching the ring will result in damage and random conditions being applied. Necromancer steals boons from all inside every 1 second. 1second cast time, 10second duration, 60second cool down
Conditions: Bleeding, Poison, Torment, Chill
The problem is, we can talk as much about how to fix everything as much as we want, the sad thing is we all know that NOTHING will come of anything we say.
My objection to your proposals is actually a simple one. It would be a waist of resources to actively change the play of class this much simply for one type of build which has little relevance in the game type. The fact that thief is supposed to be as mobile and as slippery as it is would likely lead to design that would still leave thief as a class easily capable of breaking off combat.
.
Your objection to a few changes, such as removing the leap from Heartseeker – would this REALLY change the WHOLE class? If so, what does that say about that skill and how easily it can be combo with other skills to have perma access to stealth outside of combat and easy access every 4 seconds to stealth inside combat.
Sure, they could go through all of the class and change everything, or they could start small. A tweak here, a tweak there.
Would removing ONE leap finisher from a skill be THAT bad that it breaks the whole entire class?
Mesmer has stealth and Elementalist still has Fiery Greatsword which sacrifices less for more compared with Warrior greatsword. ANet already said they didn’t want to give Necromancers more mobility since they can slow the enemy to a crawl. Guardians still have their greatsword leap and meditation builds if creeps are around just like Necromancer can leave a Flesh Wurm anywhere on the map for a 1200 teleport in that direction plus Spectral Walk for swiftness and automatic cliff escapes.
Mesmer stealth other than the Prestige is a defensive skill, they don’t have that many of them. Seeing as The Prestiege deals damage and conditions, i could agree that that could be given the same treatment but you cant compare a defensive skill such as say Decoy to escape to say a Warrior using an OFFENSIVE skill to escape.
Now another way they could get around this without giving it the long cool downs is make it work only when targeting someone, just like iLeap/Swap combo does for Mesmer
Lets not forget its 40second cool down and remember for that Teleport you are having to sacrifice something, what are warriors that use Rush sacrificing exactly to escape? I would swap Wurm for Rush any day of the week, would you swap the other way and take Wurm instead of Rush?
We have access to swiftness, its nice. Unless you are fighting directly next to a cliff its not going to save you from getting chased down, its not going to save you from all the other classes that have access to skills such as Rush now is it.
Just like every class besides Guardian and Necromancer.
Would it be so bad that every class is a bit more balanced? Sure would i like some of these skill on my Necromancer? Of course but that doesn’t mean that all the other classes (bar ele) should not get some sort of Punishment for using these skills as movement.
If they don’t want to do that for all the other classes – they should remove the nerf on Ride The Lightening and make it “fair” why should ONE class be punished like this but it not affect any other class?
That is the point i am trying to make. Mesmer doesn’t have any of these skills so that could be placed among the Guardian and Necromancer as well.
^This^
Even after all this time, though, I can’t decide whether this massive squandering of potential (I’m speaking primarily about WvW here) is rooted in poor understanding of their own game … or internal conflicts with other priorities and directions for the game as a whole. The persistent fumbling of the ball with respect to WvW simply baffles me. I’ve played since launch and there has clearly been a shift in direction relative to the vision espoused by the original devs, but the devs have changed as well and it’s difficult to tell from the outside which brought about the other.
At the top of the list, i would think that it would be the fact they didn’t expect it to be such a big “success” they have all along wanted S/TPvP to be some super new eSport and thats where they expected everyone to be, WvW was more for casual players wanting a little bit of fun while the hardcore players would be in S/TPvP
They seem to have split the team into 2 aspects: PvE and S/TPvP with no thought that WvW would be liked as much as it is, shown by how many issues and everything it has. Sure creating a new map, that means nothing and is needed due to how many people want to play WvW
I personally don’t think they even like WvW and if they had their way, they would remove it but seeing as how many play it that would be VERY bad for them and the game as they would lose A LOT of people.
So now it’s not just a Greatsword problem now that you finally realize Rush isn’t even that great? This is absurd. Why don’t we just remove the 40 second limitation on ride the lightning? It’s a far different game now!
As I said before, the mobility issue is only extreme on Warriors that run Sword+greatsword. This combo is total fail in a zerg and no better than the skull crack in roaming, so hardly seems worth going out of our way to nerf. If you REALLY want to nerf it, then reduce Rush to 900 yards and make Whirlwind the burst attack.
I never said that it was, the Problem Warrior have, they have to much access to this sort of ability without any punishment for not hitting anyone with it and running instead.
Like i said i think ALL skills should have the same treatment as Ride The Lightening got. Nothing, Nothing less.
-SNIP-
And like i said, would it be hard? Of course, Is it impossible? No. It is like that. Anet COULD spend time tweaking and changing the classes but you don’t have to worry i mean with all the useless content updates and everything for PvE it will take them A LONG time to get around to WvW, Maybe, just maybe after they release the New WvW map they might get around to doing something.
Yeah because as we know WvW is simply not played at all, it would be like making changes with S/TPvP as the core, i mean EVERYONE plays that – Oh wait, they don’t and yet the balancing still comes with that dead end mode that hardly anyone plays in mind.
It could also have a POSITIVE effect on PvE, making it more fun and more of a challenge, rather than just stealthing past everything all the time.
You are acting as if i want the whole class changed, they would STILL have access to stealth, they would STILL be able to use stealth they just wouldn’t be able to jump in it every 4 seconds like they can now.
As I said an Elementalist uses Tornado for Meteor Shower glitching and you can change it for Fiery Greatsword at any time while roaming. No one uses summon as you even say and elites can be swapped out at any time with any build. Why would an Elementalist be roaming with Tornado? To slow down the zerg for .2 seconds before he dies? Nope, he can swap to greatsword as soon as he sees it and escape anything if he didn’t have it equipped in the first place.
Funny, when did Dagger/Dagger get access to Meteor storm? yet again, you make wild assumptions with no basis what so ever. Also you do know that once a skill is on cool down it can’t be swapped out right?
So with that, If a Ele uses a FG to escape he has to wait 180seconds before he can either use it again or swap it out for something else. He can not Use it and then swap it out for something else right away.
Here is what happened:
Call for tower comes in, As we wait for help to arrive she uses Tornado as they are going up the ramp to the Lord this gives people time to get there a couple of others use skills, i go in with Plague Form help comes and the tower is saved.
Why do you assume that the ele was a roamer? Again, no basis for your statements you just make assumptions like that the Ele had Staff equipped and that the ele was a roamer…
You are seriously a moron if you think any Elementalist uses their elites for other purposes anyways. Tornado is good on staff zerker with Meteor Storm glitching, the summon is completely useless in WvW either way so the only thing left is Fiery Greatsword that can be used to escape or damage gates/skilling an immobilized player at a wall. Greatsword is terrible for any purpose other than mobility unless the enemy is bad and gets hit by a Hundred Blades.
So you start with “f you think any Elementalist uses their elites for other purposes anyways.” Where is your proof? where is your study asking every ele? Oh let me guess you will go back to the “bad players will be bad” warn out rubbish again.
So, come back when you have this proof that Ele only use FG and then maybe people will listen, your opinion as you have already been told does NOT equal fact. I agree with the summon, it is rather rubbish in WvW but you know what, i just saw an Ele, we defending a tower and what does she use? FG? Nope. She uses Tornado to great affect as we defend the tower, what a shocker an ele that doesn’t use FG…
There’s nothing you can do because Anet doesn’t act on reports unless it directly affects their precious gemstore.
Yep. You can bet that they would be quick to bring out the ban hammer, i remember at the start of the game when people were buying stuff with Karma and then selling they all got Perma bans, of course that was reduced to 3 day bans eventually.
So why so quick to stop that but nothing else? It says a lot, they ONLY care for the Gemstore. You can bet within HOURS they would be reacting if someone found out how to hack/glitch the gemstore though.
There is no logic why a HEAVY armor profession should be as or even more agile than a light armor type. It is simply a poor design on this game.
Yep.
You can only have 2 weapons with 5 skills each on most classes, comparing that to an elite swappable at any time out of combat with only 3 choices and the other two being crap? Yeah so much sacrifice and I really don’t think an Elementalist would need to escape again within that 120 second down time unless he is kittened. Also what about Infiltrator’s Arrow which actually has more burst mobility by far.
If a Ele wants to waste a 180 second cool down elite to escape, that is fine with me, Its something that he won’t have for another 180seconds. As for Thief, already have an example of what they could do, add extra cost to the initiative but but seeing that it doesn’t deal any damage anyway compared to say Heartseeker, rather than doubling the cost, just an extra 3 initiative cost would be enough seeing as it costs 6 initiative already.
I find it funny that you say this. Because the same people that say PVE takes no skill are the ones dying to almost anything/everything, or are wearing PVT in dungeons, and still die.
Also: s/tpvp isnt “yawn” but it’s not your thing. Insulting other game modes while you do the easiest to get away with bad play (wvw), doesn’t really say much about you or your opinions does it?
I wouldn’t be one of them, i do WvW and only WvW i think i have done like a few bits here and there in PvE over the last few weeks. I myself (me) find it boring, find it to easy, the dungeons are to easy imo, Then again i wouldn’t want them like WoW Cata was at the start THAT was insane.
To ME S/TPvP IS yawn, much to limiting for me, the maps get old very fast and its just the same old same old.
Insulting other game modes? Sorry but you really think saying that S/TPvP is “yawn” is insulting? what are you 12? I very much doubt ANYONE would find what i said insulting – because it wasn’t.
Teleport skills are balanced though so it’s fine to nerf the worse skills. Elementalist still has Fiery Greatsword which is way better at escaping than Warrior greatsword.
Where are these teleport skills that go as far as some of the ones i have linked?
where are these teleport skills that deal DAMAGE to the target when you get there
Where are these teleport skills that are MEANT to be offensive attacks but being used to run
Where are these teleport skills that have such low cool downs?
Blink – 30 second cool down, 900range
Swap – 12 second cool down, 600 range, requires target
Could say Phase Retreat but not even a damaging skill so that doesnt count.
What Teleport skill you talking about?
Things Like Heartseeker, Maybe have it double the initiative cost each time its used without hitting a target?
Yeah, just ignore the fact they are having to use an Elite with a 180second cool down to escape, come on you really trying to compare an elite skill with a 180 second cool down to just equipping a weapon…
yep, this is EXTREMELY annoying, I mean it wouldn’t be as bad if it was from the start but something that just suddenly appeared…
What is worse NOTHING from Anet, 3 different threads and not a SINGLE comment to even say they are aware of the problem.
Truly awful customer support, one of the WORST i have encountered from a MMO…
But how could rush be the problem when savage leap goes further over the same time period? If you drop Rush to 900 instead of 1200 Savage Leap is almost the same as Whirlwind + Rush combined. Is this what we’re complaining about here? Reducing Rush to 900? Because I’m sure most could live with that.
Savage Leap is 600Range i believe, They could do the same to that something like:
Rush – 20second cool down if you hit an Enemy, 40 seconds of you dont.
Savage Leap – 8 second cool down if you hit an enemy, 16 seconds if you dont.
This WOULDN’T just be for Warrior either, personally i think it should be for ALL these sort of skills.
This goes for Savage Leap, Whirlwind Attack, Rush, Bull’s Charge, Rocket Boot’s, Swoop and i am pretty sure their are others. So it wouldn’t be able to have “oh thats not fair nerfing warriors what about everyone else” as it would happen to EVERYONE of these sort of skills.