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EZ Warrior Balance (PvE / WvW, Core, Berserker)


TheBravery.9615

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I'm just going to point out the glaring obvious and suggest quick fixes.

Skills

Hammer

  • Hammer 4 and 5 - Staggering Blow and Back Breaker: Swap staggering blow to become skill 5 and backbreaker to become skill 4, adjust cooldowns accordingly. Staggering Blow is much more useful in WvW due to its PbAOE attack mechanic. 25 seconds for a single target stun with a long windup time doesn't make much sense. Likewise, this would be healthier for WvW balance. Make AOE cc on a longer cooldown, single target CC on shorter cooldown. Slightly increase cast time on backbreaker and increase knockback distance of staggering blow.

Longbow

  • Longbow Burst - Combustive Shot: Level 1 and 2 combustive shot are too weak to bother using. it will be difficult to merit use of this attack with spellbreaker. Adjust combustive shot so it creates a fire field for 5 seconds / 5 ticks on all stages of adrenaline use, but adjust target cap per adrenaline bar usage:
    • Level 1 - 5 targets,
    • Level 2 - 6 targets,
    • level 3 - 7 targets.
  • Longbow 1 - Dual Shot: This makes longbow incapable of sustained power or condi damage. Have it apply bleed on the second shot if the first shot hits.
  • Longbow 2 - Fan of Fire: Change Fan of Fire's mechanic to fire 3 consecutive arrows in quick succession instead of firing 3 arrows in a spread. This skill's mechanic benefits from being close range with is unsuited for Longbow as it's a terrible close range weapon.
  • Longbow 4 - Smoldering Arrow: Give smoldering arrow the ability to leave a small fire field for 2 seconds / 2 pulses. This skill is painfully weak in all applications of the game, long cooldown for being a #4 skill with poor tradeoff.

Rifle

  • Rifle burst - Killshot: This is a gimmick skill that -when it crits- hits very hard. However, it's also a high risk skill that fell out of favor in the power creep over time. The reward for sitting down for almost 2 seconds to cast an attack is not worth the risk now due to the abundance of damage reduction boons, mobility, etc. I would like to keep this a high risk attack, but balance the reward out. Give this a 100% crit chance.

Axe

  • Axe 5 - Whirling Axe: In case you didn't know, whirling axe does NOT give the 50% movement speed increase stated on the tooltip. Just remove that increase and give it superspeed while channeling it, and gain might if you hit 5 targets per "rotation". The main allure of this attack is the capability of hittting 5 targets, so in theory- it provides more DPS than greatsword's hundred blades 3 targets under the right conditions. This reward players making use of this mechanic.

Mace

  • Mace 2 - Counterblow: Mechanically difficult to use, getting stuck by behind will cause your character to swing in front of your character, missing the character that hit behind you. Change it to a PBAOE attack upon successful counter with a small radius.

Sword

  • Sword Burst - Flurry: This attack used to be good but like killshot, fell out of favor due to power creep over time. Resistance hard counters this ability and the physical and condi damage is lackluster. Start by allowing the warrior to move while casting this.
  • Sword 4 - Impale: Mechanically flawed. Projectile travels too slow and hit register is unreliable. The skill chain - Rip is also very weak compared to just leaving the sword impaled on your target. Increase projectile speed of impale, and give Rip the ability to steal boons. Fixes usability and rewards player for using RIp depending on situation.
  • Sword 5 - Riposte: Same problem with Mace 2 Counterblow, mechanically unreliable to use if your target sneaks behind you. Make it a small PBAOE attack on successful counter.

Warhorn

  • Warhorn 5 - Call to arms: Horrifically weak for a #5 skill, weak boon and weak condition, long cooldown and the only benefit is really the blast finisher. Rewrite this skill. Have this remove weakness, fear, and blind off nearby allies. Grant stability and retaliation to allies.

Aquatic weapons

Won't look at these because all professions need their aquatic skills looked for serious balance and usability overhaul.

Healing

  • Mending- Sees 0% use. At least categorize it as a physical skill so it benefits from cooldown reduction trait.

Utility Skills

  • Banner of Defense- Sees 0% use. Grant it 10% incoming damage and condition damage reduction instead of bonuses to toughness and vitality.
  • Banner of Tactics - Sees 0% use. Grant it 10% outgoing healing effectiveness instead of increased healing power.
  • Stomp - Sees 0% use. Make it unblockable like death from above trait. Grant stability while casting it instead of after hitting a target.
  • Throw Bolas - The ammunition is nice because it punishes less on misses. Speaking of misses, thats why this skill is bad. It's unreliable. Cast time too long, range too short, projectile speed too slow. Reduce ammunition in tradeoff for better usabiilty by faster projectile speed, longer range, and faster cast time.
  • Frenzy - If for any reason why any warrior takes this skill in the first place is to increase their burst potential for a short period of time before it goes on a long cooldown. This trades off from being a 'balanced warrior' with survival utility skills. Remove the might gain, grant player 20% damage and condition damage output while stance is active.

Elite

  • Signet of Rage - The reason why this is even being used by warriors today is because it's universally fit for all builds where as the other elite skills are highly specialized. That said, this skill is still undertuned in the current meta of boon stripping and corrupting. Instead of passive adrenaline gain, grant additional adrenaline whenever you strike a target to promote more active play. Activating signet should also make your boons incapable of being ripped off of you. Increase cooldown to compensate.

I'll post suggestions for traits in a separate post

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Traits

Strength

Brave Stride: Doesn't fit/benefit off the design of warrior - to stay in combat, gain adrenaline, becoming more dangerous as warriors continue fighting. This trait only benefits warriors entering combat and ends there. Have this grant stability whenever you strike a New target while in combat, after an internal cooldown.

Restorative Strength: Have this remove weakness, reduce might stacks to compensate.

Berserker's Power:~~ Increase the duration to 15 seconds like adrenal health, 10 seconds is too short to stack this effect with berserker.~~ Implemented! Thanks Anet.

Arms

Opportunist: Cooldown too long for the benefit gained, and benefit gained don't justify taking this trait. Highly specialized trait as well, not all warriors have access to immoblize. Have this increase critical hit damage against immobilized foes.

Rending Strikes: was 8 seconds as a minor trait, making it 10 seconds does not make it major. Also the 33% RNG on Crit (which is also on chance) makes this trait very underwhelming. Promote active play over passive play- Deal AOE damage that inflicts 5 stacks of vulnerability to nearby foes for 8 seconds each time you swap weapons.

Dual WIelding: The fact that this doesnt stack with quickness and has a cap on attack speed makes this useless the same way theres only a usable critical hit chance of 100%. Just have this stack with quickness and other attack speed effects, reduce the attack speed increase in this trait if you have to.

Tactics

Leg Specialist: Sees 0% use because its a short immob on a too long of a cooldown. Reduce cooldown to 3 seconds.

Shrug it Off: Update this skill so it removes 2 conditions as the utility skill has it

Discipline

Crack Shot: Sees 0% use because rifle has adrenaline build up built in to its auto attack by default. If warriors take rifle, its to killshot and burst. Scrap this. Have this cast "on my mark" whenever you swap to rifle in combat.

Vengeful return: Sees 0% use because situations are too rare/difficult to make use of. Scrap this. Allow vengeance to be readily available when you are down and deal more damage when your health is below a health threshold.

Inspiring Battle Standard: If this trait is taken at all over DotE or BR, it's to support allies. However, it's weak boon as regeneration scales poorly with healing power, difficult to justify taking this trait for any for the benefit gained. Have this trait reduce incoming condition duration by 10% on nearby allies, condition affected depending on banner.

Strength: Reduces Weakness, Blind, Fear, slow

Defense: Reduces Vulnerability, crippled, chilled, immobilized

Discipline: Reduces Taunt, Torment, Confusion

Tactics: Reduces Burning, Bleeding, Poison

Battle Standard: Reduces duration of all conditions

Berserker

Berserk mode: This uses 3 bars of adrenaline. It should activate traits that go with 3 bars of adrenaline for consistency. Its either that, or change it so it doesn't require adrenaline to activate.

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Sword needs its suicide button (F1) reworked to not be a Suicide Button.

Killshot could probably also stand to be reworked. The problem with rifle is it builds Adrenaline, but doesn't really have anything to do with it because Killshot is a niche skill (High Damage, but immobilize and long cast time means its only use is WvW sniping). Killshot could afford a bit more utility, like Gunflame provides (CC, AoE, and burns... damn I love that skill). If Rifle could get its pierce on AA back, and possibly lose the Killshot root, it would be better.

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Also about longbow

3 issnt useless for condi.. its a blast finisher..4 issnt painfully weak. This skill is very usefull. Its a point blank blinding shot.Giving it a smoke field would make longbow very powerfull if you use your blast finisher or projectyle finisher on it..

Sorry but your longbow changes make longbow OP and doomed to get nerfed

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@Sartharina.3542 said:Sword needs its suicide button (F1) reworked to not be a Suicide Button.

Killshot could probably also stand to be reworked. The problem with rifle is it builds Adrenaline, but doesn't really have anything to do with it because Killshot is a niche skill (High Damage, but immobilize and long cast time means its only use is WvW sniping). Killshot could afford a bit more utility, like Gunflame provides (CC, AoE, and burns... kitten I love that skill). If Rifle could get its pierce on AA back, and possibly lose the Killshot root, it would be better.

Sword F1 used to be pretty decent. Provided that you had the backup, the long immob spelled death to players and is the equivalent of a stun lock. But the power creep is evident and in the face of resistance boon, the effectiveness of this attack is weakened. I do agree with your position. The same way power creep affected flurry is also the same way it affected kill-shot. Removing the self root on both attacks would make these more usable. (unfortunately im unable to edit my original posts due to the layout of the new forums)

@nicknamenick.2437 said:Longbow changes would make it even more superior compared to rifle..Also why no rifle changes? Or gs?

Gs:AA increase dmg100b make all hits the same dmg (so remoe dmg from last hit to prev hits)

Rifle:AA increase dmg4 make it a point black evade@nicknamenick.2437 said:Also about longbow

3 issnt useless for condi.. its a blast finisher..4 issnt painfully weak. This skill is very usefull. Its a point blank blinding shot.Giving it a smoke field would make longbow very powerfull if you use your blast finisher or projectyle finisher on it..

Sorry but your longbow changes make longbow OP and doomed to get nerfed

It's difficult to top the ridiculous burst potential or rifle. I would go as far as to say it's sometimes over-powered. Send me mail in game and i'll prove it (because apparently private messages arent available on forum yet). The only exception is killshot, the self root could stand to be removed. I disliked rifle 4's mechanic at first, but after playing with it it's actually not bad, to have a long distance evading leap is a life saver.

I wanted this post to be as short as possible, listing the most glaring problems warriors have with the least used weapons and skills. Greatsword is still an outstanding weapon despite its ok auto attack (or was, prior to the primal burst nerf, but that's a separate issue.) The entire kit is well rounded and the damage output combined with its trait makes it better than say, warhorn or offhand axe which needs the attention first.

Longbow 3's blast finisher is useful for sure, but is uesless in all condi-damage based applications. Blasting any combo field will not result in any sort of increased condi damage. If there's some condi blast finisher that grants condi damage stacks, let me know because I'm not aware.

Longbow 4 is debatable and you bring up a good point. I wouldn't want a warrior blasting/leaping off its own produced smoke field to grant itself stealth given the burst potential warrior naturally have. I could stand to make that a small fire field instead.

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@TheBravery.9615 said:Longbow 3's blast finisher is useful for sure, but is uesless in all condi-damage based applications. Blasting any combo field will not result in any sort of increased condi damage. If there's some condi blast finisher that grants condi damage stacks, let me know because I'm not aware.

Might benefits both power and condi builds, so blasting the longbow's fire field with lb3 does exactly what you're looking for. (1 might=30 power and 30 condi damage)

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@Choppy.4183 said:

@TheBravery.9615 said:Longbow 3's blast finisher is useful for sure, but is uesless in all condi-damage based applications. Blasting any combo field will not result in any sort of increased condi damage. If there's some condi blast finisher that grants condi damage stacks, let me know because I'm not aware.

Might benefits both power and condi builds, so blasting the longbow's fire field with lb3 does exactly what you're looking for. (1 might=30 power and 30 condi damage)

True but wasn't exactly what I was looking for. Was talking about condi stacks (like the same way a projectile over a fire field would give burning)

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Not every skill on every condi weapon needs to deal conditions. While the Longbow is a condition weapon, its secondary role is Support (Which is why its trait is in the Tactics traitline) - it does this by providing the warrior's (only) combo field, and a Blast Finisher that can be used to provide support from other's combo fields in addition to its own.

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Hallelujah, I can edit my original post

  • Changed my combustive shot suggestion
  • Added Flurry suggestion
  • Added killshot suggestion
  • Removed arcing arrow suggestion
  • Changed smoldering arrow suggestion

I wonder if people realize that spell breaker only has tier 1 bursts, and the damage difference on some of warriors burst skills between level 1 adrenaline and level 3 adrenaline are pretty significant. I'll hold my breath until after that releases though.

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@TheBravery.9615 said:I wonder if people realize that spell breaker only has tier 1 bursts, and the damage difference on some of warriors burst skills between level 1 adrenaline and level 3 adrenaline are pretty significant. I'll hold my breath until after that releases though.

Spellbreaker bursts do less damage than base warrior but I think its fine. The dagger burst and counter are both unblockable and you can chain burst skills together much more effectively than base or berserker. I didn't have any issue maintaining full stacks of adrenal health and I actually found it easier. Being able to pop counter and just run into any damage to proc it is a godsend. I found it very effective in wvw. As for weapons used for the burst damage like axe or rifle they obviously aren't as effective and probably won't be used as much as dagger mainhaind. You're still more than capable of bursting people down just don't expect any 10k+ hits like base warr can achieve at times. I think all of these ideas are great and would be very good for overall warrior balance, especially the berserker change. I think base burst skills need to be looked at as power creep has made many of them much less effective than they once were. I personally strongly dislike stick and move from the strength line and wish it would get changed to something different while the damage was added elsewhere. I dislike having to waste dodges simply to keep the damage buff up.

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I think others have already mentioned it, but gs will be as strong for SB as it is for core because the damage is the same no matter how many adrenal stages are consumed.

It might not be the most interesting weapon to pair with some of the options opened up by SB, but it's worthy of consideration on the damage front.

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and while you are at it... give warrior something unique, like completely change the greatsword trait in strength and flat out give gs all the extra dmg and cdr (gs right now sucks without the trait, just look at it's pathetic autoattack dmg) even if you do not take the trait. Then change the trait so something like "The Warrior is able to wield the Greatsword with one hand (mainhand only)" because the warrior is a beast with lots of physical strength. Then give the "new" gs new skills or keep the first 3 from before, but make it useable with the 20% attackspeedbuff from arms trailine and let it stack with the attackspeedbuff from berserker and quickness.

Just an idea obviously but that way you could make a power warrior build that would not be overpowered in pvp and may still be able to do dmg in raids, maybe.

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