What about a trait that adds torment when you apply cripple lol. Trying to stick with the condition/cc spec lol
What about Fast-Hands being baseline? Discipline is a mandatory trait line for most builds. Without it warrior builds are very lacking in performance, which is why you see almost every warrior build running it. At least an answer as to why it “shouldnt” happen from a dev would be nice.
a skill like that isnt all that necessary, have 100b to punish downed enemies. Even the auto attack on axe is great damage to downed foes. I do however see the axe as a weapon that is designed to do massive burst hits so if it had something that took advantage of foes below 50% health or something of the sort, it would totally rock.
also a kratos style axe throw with a chain attached that pulls back foes would be awesome!
The planned changes for BWE3 were posted on Dulfy and while its a step in the right direction the berserker still looks very underwhelming
Personally i think it would be a good idea. I always wanted it to be on any disable similar to body blows but your idea is good too!
Going Berzerk mode is ridiculous. Just baseline attack speed bonus when TRAITED to Berserker and give us both F1 and F2 for normal and berserk burst skills.
Increase in attack speed would be awesome if it was during the entire berserker duration. Would really improve dual-wield builds too i think, which is something i thought berserker would finally show some love too. if dual wield agility would stack lets say a trait for berserker that added 10%, it would be 25% of fast attacking awesomeness!
Another fine idea would be a Utility that added say 5 seconds or so of: all attacks cause burning for 2s or something like that.
Also, maybe a minor trait that causes you to heal a small amount for a percent of the burning damage you deal. My thoughts behind this one is when you are Berserk, from a thematic standpoint, watching enemies burn is what keeps you going, and in the form of some minor healing.
Thinking about it a bit more, i would really love to see some retaliation worked in. If i go up to an angry burning warrior shooting flames everywhere, it would probably hurt to get close and try to hit it.
What if they added TAUNT to warrior Defiant stance to set it apart? Nah to much skill synergy within itself to be a allowed on warrior….
only use is for thieves in shadow refuge lol
What they could do is change a trait to make burning scale off of Power. Maybe add it to Eternal Chamion and nerf the Stability frequency. It lets you keep the burning theme while allowing Warrior to do it in a way no other class can.
This alone will make a HUGE difference in how the burn spec feels. I would even be happy if they converted precision (because i want to be able to use my sinister set again) or vitality.
I was really hoping to see some interactions with retaliation as well with the berserker, to punish foes that come close when your warrior is in a fiery rage! but that was wishful thinking.
Seriously complaining about this skill already? The cast time is so long anyone paying attention to the warr will avoid it. If your not you get hit, its like that with most of the heavy hitting skills across all classes.
Berserk has a 15 second cooldown before it can be used again after you have spent your time. Building adrenaline on rifle is much slower than other weapons so its not as spammable as some think.
Warriors are so mediocre that when we get something good we cant have it or keep it. Bad thing is when people make complaints against warrior, the people always get their way.
These forums have been loaded with great suggestions since we got to play with the Berserker. Lets hope Anet listens!!
A pull would be so useful! Probably won’t happen tho because anet does the opposite of what warriors need lol
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Berserk Hammer F1: sucks. Be nice if created some seismic effect and pulled in enemies closer.
Berserk Greatsword F1: never found a use for it. Remember when the tool tip was bugged and it said it added might? it would be nice if it did that.
Berserk Sword F1: weak. Would be nice if warrior leaped long range like a pounce, landed on the target knocking them down and holding the warrior in place on top, then giving the target 2 seconds to stunbreak or escape. If target cannot the warrior impale the sword in causing massive burst or bleed damage, doubled if health is below 50%.
Berserk Mace F1: This one was ok actually. Was hoping for a counter attack skill that was unpreventable if triggered but thats ok.
Berserk Longbow F1: Felt weak to be honest. How about shoot a fire arrow at a target, the arrow stick in them lighting the target and enemies near the target on fire!
Berserk Rifle f1: worked great!
Berserk Axe F1: Throw an axe with a chain attached at the end in a targettable straight line, piercing any foes hit and pull the axe back pulling any foes previously hit with it.
All the weapons 1-5 skills should flip into something different when in berserk mode, and making them the skills the same feels really boring. Berserk should mean your not thinking and acting out of anger and have no self control! so my QUICK suggestions would be:
Swords: While berserk you flip swords upside down like daggers, changing all 1-5 skills
Shield: While Berserk Shield bash (#4) turns into shield Charge; you hold your shield in front of you and charge about 900 range in a targetable direction, dazing enemies briefly that you hit, and destroying incoming projectiles. Sheild stance(#5) Honestly no idea lol. Maybe Throw the shield and apply some weakness?
Warhorn: #4 skill: Blow the horn very loud bursting enemy ear drums causing bleeding and short cripple. #5 skill: play a very uncomfortable note causing Aoe Torment and vulnerability .
Axes: No good ideas but i imagine it should have some sort of dash/evades and a channeled “maul” skill where you hack at enemies like a made man causing lots of damage, while being mobile. or make it a combo finisher instead.
Torch: #4 effectively lights up the ground in a small aoe, preventing blindness to any allies inside and revealing stealthed enemies. #5: set yourself on fire, but instead of an aoe apply retaliation and cause burning on hit.
Hammer, Rifle, Longbow, Maces, Greatsword: no ideas. Suggestions?
Wildstrike doesnt feel like it need to turn foes into projectiles and if anything, that rock summon skill should be what knocks enemies back far! i mean cmon your punching a rock! With that said, the rage skills should be like normal skills when not berserk, but in berserk mode they should really do something awesome!!!! i mean why would skills only attainable by traiting for berserk not interact in such a way? these are my thought.
Wildstrike: get rid of it, replace with another skill. no more cc tho please.
Rock summon falcon punch skill: This is what wildstrike should be. Regular does bleeds depending on range as normal. Remove reflect on it.
While berserk mode: Target gets sent flying as far as banish, the body is a pushback projectile as with wildstrike.
Outrage(10 seconds stunbreak skill): Regular works as it is.
While Berserker mode: AOE taunt on enemies using a battlecry, reflects projectiles a couple seconds.
Sundering Leap:Regular work as it is.
While Berserk: enemies hit by AOE are also crippled OR immobilized.
Rage Heal Skill&(blood Reckoning): didn’t really use it enough o form an opinion, time spent with it felt underwhelming and switched to signet very quickly.
Headbutt: Who am i kidding this skill is great!
Also i would like to note that because i am suggesting more powerful berserk mode effects on the rage skills, they should also deplete some adrenaline as a tradeoff when activated.
The berserk spec SHOULD be a powerhouse, but vulnerable at the same time.
I cannot say it enough that these are just SUGGESTIONS that would really make berserk more fun and add some utility while doing it.Who else thought berserker spec just felt like more of the same skills with some flashy effects?
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i feel like warrior needs skills that can be spammed to keep up. other classes go all over the place and we need something to keep on them and maintain pressure. I have never played an rpg where ranged nuke specs have as many evades and escapes and safety buttons as the melee classes trying to engage them.
Trait synergy as well, its just not there. While a mesmer can trait to literally remove seconds off stealth skills every few seconds they are IN stealth, Warriors dont have anything like that.
We are supposed to be bloodthirsty frontline monsters that rip you apart like a blender if you come in our range. Berserker spec didnt even come close to anything like that despite that sweet artwork we got for it.
biggest disappointment ever
condi burst joke
why more physicals?
fasthands not baseline!?
this is the common hotjoin build tho
Warriors actually need some serious enhancements in certain aspects.
1) Imho Warrior’s direct damage is very good, if not too good, atm. Can’t say for sure because there are other professions that got their burst boosted even higher.
2) Our damage mitigation is sub-par if you keep in mind the damage output all professions have. Our mitigation is mostly passive. Apart form some utility skills that grant us immunities (Endure Pain, Berserker Stance and our newly arrived Healing Signet condi Resistance) our survivability lies within the huge amount of HP and the Armor. Still, the Armor is partially negated due to the high Burst damage and the health pool suffers heavily under the new conditions and the heavy and rapid condi applying skills of other professions. Again, active defenses such as evades, stealth, blinds and such gives other professions the room to run in full zerker still retaining their defenses. Warrior cant do that.
3) Our condi builds performance are laughable compared to direct dps ones. This huge disparity to damage is paired with the lower survivability (see #2) and results into Condi Warriors being so rare sight in PvP/WvW these days…
I think defense needs to be reevaluated and disparity between condi and dps builds to be lessen. The overall damage potential needs to be re-evaluated in case survivability goes up.
IMPORTANT : Still, we dont need OP’ed skills and traits as these “cover up” the problem.
I really agree with your points here. The condi warrior seems to lack a condi bomb to provide quick pressure. I dont mind only having access to limited amount of conditions but the trade off should be more stacks or increased application frequency. And also like you said the condi build up takes very long for laughable amount of effectiveness and we die before the peak is ever reached lol.
They changed it because warriors would sit on arrow carts in wvw and perma immobilize attackers. In my opinion it would have been easier just to make arrow carts not work with the trait lol.
Ive heard many people say they want taunt and i agree. It would be more useful than fear for most cases.
I always considered the rifle to be a weapon with a “hunting” style approach. What i mean by that is that the rifle is a weapon designed to wear opponents down so you can move in to melee range and finish them. While kill shot is great fun and very high damage, i would ALMOST thing i would have more fun if it was medium damage and applied a damaging condition in high stacks. For example 5 stacks torment or 10 stacks bleed at max adrenaline. this is just my idea for whittling down opponents as if they are a dangerous game animal before closing in for a finish. I know that no one will ever dare part with the current kill shot however, even though rifle is hardly used over other options.
rampage would be more fun if they only had auto attack and the charge for damage, and the other 3 skills were still CC but didnt have the damage. Maybe the leap skill applies immobilize instead of knock down with greatly reduced damage for example. While rampage is great fun as a control weapon it doesnt need as much damage as it has right now. But hey thats just me and i dont use it so maybe my points are not valid lol.
Would be cool if the 4 skill would apply taunt for a few seconds so running targets can be caught! But remove or lower the Vuln stacks of course.
(edited by Brawl.5178)
Reworks would be much more welcome than buffs at this point. But as far as damage being traded for more utility, im not sure is necessary. Being melee focused we are always going to eat a ton of damage getting to our targets and players will always have some kind of escape that will make us have to close that gap again. We need that damage otherwise we wouldn’t be able to maintain pressure in the small windows we get. However i would love to get the trait synergy of a mesmer or thief someday.
That doesnt sound bad either and it would work well with leg specialist.
It held up quite well after a few changes. Berserkers Fury was a major improvement over opportunist.
Blademaster is a nice trait but if we are going for condition damage Deep strike would add more DPS since this is not a hybrid build.
Heightened Focus also did not seem to add very much and the build was night and day when switched to Burst Mastery. Being able to spam more fire fields added more burn pressure.
The whirling axe Finisher in the fire field is ok when at melee range but feels a bit gimmicky. If landed right it can be a tremendous amount of burn but most of the time it just misses too much. I switched it for a warhorn and damage improved from using the blast finisher to gain more might.
Just my ideas!
If whirling axes reflected projectiles would more warriors actually use it then? It is a bit strange a thief steals a better whirling axe skill than we carry lol
The shield is decent but not great. It is extremely boring compared to other skills the warrior gets and we accept it because we are used to it as warriors. This #4 idea sounds like it could be a lot of fun and would take a skill with an active trigger over mediocre fire and forget skills any day.
Also guardian and Engineer both have skills that can trigger after use on shield so i can see where this idea is coming from . I LIKE IT
I made a Mesmer PU condi build and had it to where my confusion applies blind and blinds apply confusion. why is that even possible lol. My f2 skills applied 3-4 stacks of confusion for each illusion on top of a bunch of torment, bleeds vulnerability, occasionally burn. I used settlers amulet and it was seriously the easiest build I ever played and it easily 1v2 and could last a 1v3. It was outrageous. could go on but don’t want to turn this into a Mesmer hate thread lol.
Most current warrior specs are equally viable when compared to eachother. We don’t have a one size fits all build like the other classes however and finding the right one for your scenario is most important.
Warrior is still the king of hard CC… but that’s about it. It used to rule team support too, but now shouts got nerfed into the dumpster…
the CC is good but an interrupt Mesmer has longer more effective CC and apply a bunch of different effects as well.
if I pop it its for the boon and synergy with restorative strength and signet mastery.
I didn’t even notice the loss lol
I think a big part of the problem is that warrior synergy doesn’t exist to the level that other classes can synergize. Aside from that, I strongly believe that as a warrior nobody should be able to stand toe to toe and match my melee capabilities apart from guardians. if my hits land they need to hurt and make anyone think twice about getting in my cleave range again. But that’s not how it is, I use many skills and utilities while taking massive ranged damage just to reach my targets and they get away without even trying. Sure our damage is good, but other classes can do just as much damage from a safer distance.
Still love playing it though…..
Warriors will get a new weapon. Im guessing something with a bias towards conditions (Dmg or CC) or a support style weapon. Im really hoping for some tool that provides us with a decent way to manage being kited.
A friend and I speculated and joked about a flare gun. It was funny at first but then we thought about it, possibly burn effects and groups buffs while standing in flare AoE’s and potential for a reveal debuff on stealthers.
Or just have it trigger twice for all combo finishers. It is a grandmaster after all and even at that level isn’t too crazy compared to what other classes get.
rampage is fine. the attacks are so slow any player with eyes can dodge or blind it to death.
Sharpened axes needs to be switched with forceful greatsword however not merciless hammer. Greatsword does a flat 10% dmg might on crit with no internal cooldown and reduced recharge.
isn’t it funny how a trait called powerful synergy has no synergy with anything else.
I have been enjoying the new f5 from mortars quite alot! whats the best way to maximize damage that you guys have been able to figure out?
I noticed this recently as well. had a thief almost dead and all cooldowns blown so i go into finish it but i couldnt catch him because he had swiftness. i used whirlwind and rush and still gained no ground on him.
we need an adrenaline based gap closer lol. im also wondering if the new weapon will aid us in our fight against kiters at all
I think you are all right actually. rush is so buggy and misses so often might as well take the damage off of it lol(not really). The way Novuake put it into perspective really does make a lot of sense however, and using a gap closer/escape that is just as effective as using swiftness does not make any kind of sense. Whirlwind seems to benefit from moving slower to land more hits although.
cull the weak, thick skin and rousing resilience are the only useless traits in the defense line from what i see. they just don’t really do a whole lot. the rest seems fine however.
but other classes with similar skills also got the speed adjusted. to just change our warriors wouldn’t be fair i don’t think.
i personally think it looks great lol.
are you sure its not incindiary powder triggering lol
I dont think shouts were ever intended to fully sustain as much as it did. Lets be honest shout builds did way to much with no real sacrifce. If you spec for healing they will heal just fine.
the GS works to escape like it should, but was also hitting for 2-3k rush on most targets and 4-5k whirlwinds.
i tried long bow traited in combination with distracting strikes, mace sword and settlers stats in spvp. found myself keeping decent pressure with longbow at range and smashed faces with mace when opponents got close. so its not bad if you use it right. as far as projectile speed, rangers should have faster arrows since range is a their defining trait not a warriors. plus rangers arrows fly back to them really fast when you reflect it lol