Friendly environment, no question is too basic. Enroll Now!
~Fort Aspenwood~
Something I thought would be interesting (and somewhat appropriate) would be making axe 3 extend boons on the necro for maybe .5 seconds per boon corrupted, as the necro consumes them in some kind of unholy feast and gains power from it. (retal is granted on hit, not on corrupt)
Or maybe even does bonus damage per boon (5% maybe?) on the necro instead.
Or at the very least, life force per boon corrupted.
Blast finisher would be obvious.
So, I actually think that Adrenaline would be best served as an “Enhancer” for skills rather than cooldown (save Adrenaline, get more passively is something we obviously want to avoid).
In other words, it could work like Special Meter in fighting games. The “Super” you select (aka Burst by your weapon) have different bar sizes, and you can use F3 or F4 to “enhance” your next weapon or utility skill (not elites) to give them more functionality (not a lot of extra damage). Then we can have more depth in our adrenaline and weapon traits, as they might modify the direction the “EX” skills go (more defensive, more offensive, more utility). Then adrenaline becomes a real mechanic rather than a “wait till it fills then go” kind of thing. Plus you can tune different bursts by more than just numbers, some might take longer to fill but have big rewards. Or some that are consistent but don’t do as much.
But this is just me. I’d rather not see Adrenaline as a resource cost that MUST be spent to do something (eg reverse Initiative), or horded to gain a passive.
Friday would be best.
Rather than gaining more effectiveness the lower hp you are, would it not be better to “spend” health to gain increased effectiveness, creating a chance for healing roles to synergize with said alternate berserker. It would be similar to the Lifeforce pool, but while in “berserk” your own health drains and fills up the pool, and at certain tiers (similar to adrenaline), skills gain increased benefits somehow (or unlock the primal bursts and such).
This would be a good idea ONLY if they added more maps. Rather than force everything into more compact maps (means bunching is good), more maps would mean you actually need to think about where you want to prioritize and send groups of people, while also still allowing large numbers of players to join. Say you take 10 off the cap from each side from the 3 borderlands and eternal bg, that allows for another map that could be 40v40v40. Plus, there could be more map based objectives.
I was like, wouldn’t the solution be to make bigger maps and adding more objectives? Then you can add a “scouting” feature that players can use in order to alert others of enemy movement. The main thing is the space between objectives. The more time a large blob travels together, the less they get done. If they split up, they can flank enemies, search for weakly defended objectives, force the enemy to split up, etc.
A scouting feature would be an extra “skill” that you can only use on enemy players. It should have a poison cow radius of effect, and if you hit enough people with it (some number), the group of players is flagged on your servers map for a short period of time (2 seconds). The skill would have a 3-4 second cool down, requiring a scout to actively and safely follow the group lest he lose them because he was attacked or just didn’t feel like scouting anymore. There could be some reward for tracking an enemy group for some period of time as well.
However, the maps need to be bigger or there isn’t much point to truly scouting, nor smaller but spread out squads. Since everything is so condensed, it’s easier, and more efficient, to have one main blob and a bunch of havok players running around in teeny tiny groups.
Add the unarmed weapon for warriors and rampage enhances it!
Do it!
Who wouldn’t want to punch their enemies to death?
Just use any offensive oriented build and slot in both Balanced Stance and what is it, Dolyaks Signet? Maximal stability and just go to town.
Did it with a longbow after learning that the safe zones in stage 2 always rotate clockwise.
I was using a trait assignment of:
0/10/15/30/15
Traited for regen banners.
Just use any melee weapon to kill rifts when they appear, dodge roll if you’re in a bad spot. You shouldn’t have to dodge too much if you use the longbow while always running towards the next safe zone (always ahead of you).
Why don’t they make it scale with Vitality on the passive, and Healing Power on the Active. Vit is a rather underrated stat on the warrior since they have so much base health.
Not, it only counts Vitality, not your max health. This helps people who use Soldiers a bit more.
What I don’t get is how disjointed the MH sword skills are.
The first 2 parts of the chain are weak but cause bleed, while Final Thrust has heavy damage, and no conditions at all. In fact, it doesn’t do anything EXCEPT damage. The spammy jum kitten pammy, so that’s fine, 8 second cd is nice. The cripple confuses me as it does low damage, is melee range, and only applies cripple (+immo with trait of course). I mean, it’s bad to do weapon to weapon comparisons as roles may differ, but the Warrior Greatsword’s Bladetrail is
A) Ranged
B) Cripples all enemies in path.
C) Has 15 second cooldown, same as MH Sword.
Also note the MH Axe’s Throw Axe which is
A) Ranged
B) 1/4 seconds cast time.
C) 10 second cooldown.
At least make the MH Sword 3 do some extra conditions or something.
I do like the MH sword burst, but like every self root ability in the game, it just always seems to fall short.
Basically, I feel like the Leap is the main thing gunning for MH sword due to its 8 second cooldown. Perhaps the MH sword should be more of a finesse/speed type weapon for Warrior and the Axe will be the more power type weapon.
Any thoughts about variation between dual wielding combinations instead of just the main-hand weapon determining the Adrenaline Burst skill? Balancing aside, having the character’s do nothing with their offhand (just kinda sits there) during a burst just looks… odd. Or perhaps having new skills for just wielding a one handed weapon alone.
Might be too much work to worry about at the moment, but I just wanted to get the creative juices flowing.
Ah, my bad xD. I thought it said Sword/Sword xD.
For WvW, OH Warhorn is probably better due to the everything it provides compared to OH sword.
Longbow is fine for sieges, although you’ll probably need the Stronger Bowstrings or w/e it is, because the Burst Skill covers a large area and benefits from ConDamage.
However, good luck on pvp, since no one is going to be zoned by Longbow, and Sword/Sword is too easily negated by condition removal. Mostly because the sword throw probably won’t hit, and the riposte ability PROBABLY will never hit, although it will block 1 melee attack or any number of ranged attacks if Reflect is traited.
Suggestion: Tactics tree adds offensive options that promote, I don’t know, relying on teamwork. Cause it’s Tactics. Something that modifies the way your abilities interact with other players’. More combo field stuff, bonus effects based on conditions/boons, things like that.
Ex: A GM trait that says when you have Retal, it works even while invulnerable (but not evading).
or when you have Quickness (not frenzy source), you gain Evasion status while using kick, and it ends in a knockdown.
Shouts grant more benefits to allies than it does to self. They can be the opposite of signets, which grant benefits only to you. Banners help you and allies equally and no longer take up the weapon slot.
The warrior lacks supernatural powers of his own, so instead he could better coordinate with everyone else’s. (Tactics tree wise)
Just an idea.
I am no expert on game balance, but it’s quite painful to see how long the cooldowns are for their effects.
Thus, keeping in the design of the Warrior as a more brute-force type class, what if instead they had no cooldown (well, 1-2 seconds to avoid spamming it), but were toggles. While active, they would drain Adrenaline (offensive oriented) or Endurance (defensive oriented).
Example:
Balanced Stance consumes Endurance, but grants Stability and Protection while active. However, you are Crippled at the same time.
Berserker’s Stance consumes Adrenaline to grant you Quickness and Retaliation while active. However, you take boosted damage as per Frenzy.
Frenzy: Remove.
Thoughts/Suggestions?
http://www.guildhead.com/skill-calc#mcRkmm9coaRNmoaRNm0GGx0cRzVzRb8kiB7kiC7khg7070M7kNc70V7ow370m
I really like dual swords, but I also enjoy charging into the fray, so I wanted to get some durability. This leads to dual regen + Healing shouts + Soldier to give me 0 channel time for healing. You also can easily gain Adrenaline from people hitting you, allowing you to spam Flurry more. With three ways to purge control conditions and lots of unchanneled healing, I can focus on sticking to enemies to apply as much bleed as possible, as well as throw in the vulnerability from On My Mark. The Elite is still a toss up between Rage and Banner, since a well timed banner can reverse ONE fight, but Rage alone gives you multiple useful buffs…
Unfortunately, since regen is subpar, and my condition removal is only ok, I still fall short as far as durability goes T_T, but I still enjoy it this build. Screw shields, dual wielding is just cool! (although less effective)
As far as defense goes, wouldn’t Warriors benefit greatly if Healing Signet and Adrenal Regen (or w/e it’s called) did more (eg buffed)? Those two seem to represent the idea that Warriors shrug off hits thanks to their armor and willpower (read adrenaline).
Probably the best way is to keep regen low when Warriors aren’t being focused or dueling, while going up as more enemy combantants are involved. Guardians tank through various knockbacks and disruptive abilities (often through magic), so Warrior’s should tank thanks to durability?
The obvious problem is that more regen makes PvE Warriors a joke. Not that it was hard for them in the first place…
Or just make armor do more for warriors. That’d be nice.
As for offenses, no idea, although I wish Dual Swords would do more (personal preference).
For runes, I’d actually advise not using offensive ones and going for Soldier runes with triple (healing) shouts. This makes you a bit tankier, while having 3 ways to remove condition, 4 with your healing skill. It makes it waaaaaay easier to stick to opponents. Also 20 Arms, 20 Defense, and 30 Tactics is a good spread for durability and crit.
I would argue that Regen + Healing Shouts is one of the easiest ways to never have to disengage, ever. You will have 0 skills that interupt your weapon skills, so you can constantly pressure the enemy. Sword MH and Shield OH strikes me as a great way to take advantage of it as well, since you can shield block and gain the healing while invulnerable, then go back to leaping and hamstringing until something is dead. The scaling IS DEFINITELY disappointing, however.
While I believe armor categories have a low effect on gameplay… I do believe that Warriors are one of the most unique supportive classes. This is because they are the only class with the ability to prepare 3 Instant heals for the team, the Healing Shouts. It boosts Allies’ damage greatly, and also clears conditions. With the Soldier rune, you also gain the ability to purge TONS of conditions quickly, and have 3 ways to break stun. Finally, Warbanner is a godsend for middle points everywhere, providing Might, Swiftness, and most importantly: Stability. It also revives allies in its radius, if they were down.
Using Bleed in conjunction with On My Mark can really hurt opposing Guardians, as you will either stack lots of damage, or reduce their defenses to laughable levels for your allies. Shield OffHand is quite useful, if you build right, you can even abuse the Healing Signet in PvP.
Forget about WvW unless you’re using the Longbow Range boost, though, otherwise you can’t really contribute that much unless you’re ganking lone players. Or Supply ferrying. Or something, I dunno.
As far Ranged options go, Longbow comes in handy for comboing with yourself, but I suggest not relying on it too much, except during PvE. It possesses large amounts of AoE, however, but cooldowns and range do hurt it. It would be nice to see the Base Range on it increased to the normal 1200. Rifle is a lot more useful in PvP due to the power and more Bleed.
Lots of potential, but it’s hard to make a Warrior really shine.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.