CalmTheStorm.2364 Posted August 31, 2021 Share Posted August 31, 2021 Mace is sadly underused and needs some major re-works to make it viable again. And before anyone says, “put damage back on CC!”, I think it’s fair to say ANet is unlikely to reverse course on such a sweeping change to their philosophy. So let’s entertain how mace might be improved WITHOUT requiring CC to do heavy damage again. Now for the controversial part: my suggestions for a Mace re-work reimagines it as a hybrid/condi weapon. I think this conveniently serves two needs: 1) making Mace more viable in all forms of content, and 2) improving the viability of condi variants of Core War, Berserker, and SpB. One of the main obstacles to pulling off any version of a Condi War is lack of hybrid and/or condi weapons to utilize and underperformance of the weapons that we do have. Sword is sub-optimal; I have offered suggestions for its improvement in the first thread in this series. Longbow is OK but could still use some tweaks to be truly excellent. Condi berserker can make use of Mace only for its burst skill (which is a good one, to be sure); there are no other mace skills to complement it. I propose to improve the aforementioned shortcomings with the changes to mace outlined below. I do again want to thank all the other authors who have submitted suggestions on the forums (and particularly the Omnibus) on this topic previously. Your ideas have often inspired my own. F1 Skull Crack: Same skill but add a 300-range leap. It’s been proposed before; it was a good idea then, and it still is. AA chain: I would like to point out that Mace is, in fact, a one-handed weapon that attacks slower than a 2-handed hammer. W.T.F. So here are the changes: -each attack retains the same physical damage that it currently has -1st attack: activation time reduced to 1/4s. Inflicts 2 stacks of vulnerability for 5s -2nd attack: activation time stays 1/2s. Inflicts weakness for 3s -3rd attack: activation time stays 3/4s. Inflicts 3 stacks of confusion for 3s Mace 2: Crushing Blow : Same physical damage as it currently has. Now inflicts 5 stacks of vulnerability (5s) and 3 stacks of bleeding (6s). Condition stacks are doubled (i.e., 10 vuln and 6 bleed) if it hits a disabled foe (stun, daze, knockdown, launch, etc). Activation time 3/4s; CD reduced to 6s. Targets: 3 Mace 3: Counterblow: Combining current counterblow and pommel bash. Block for 2.5s until attacked in melee range (note: this block would work like Riposte works now; i.e., keeps blocking projectiles until one is blocked in melee range). If blocking in melee range, counter with a pommel bash that dazes the target (1s). Gain adrenaline if you do not block melee attack (same as it currently is). Damage: same as pommel bash. CD 15s Targets: 1 Mace 4: Tormenting Smash [New Skill]: Smash your mace on the ground, unleashing a powerful blast of debris that damages and conditions foes around you. Damage: Same as crushing blow Inflicts cripple (3s) and 3 stacks of torment (6s). Conditions doubled (i.e., 6s of cripple and 6 stacks of torment for 6s) if it hits a disabled foe. Activation time: 3/4s. CD 15s Targets: 5 Range: 240 radius Mace 5: Tremor: Leap to the target area (ground-targeted skill) and slam your mace on the ground, releasing a powerful tremor that launches and weakens foes around you. Damage: It’s a CC. Who cares. Activation time: 3/4s. CD 25s Targets: 5 Range of leap: 600 Range of tremor: 240 (360 degrees like Earthshaker) Launch distance: 0 (like ranger’s Spike Trap) Inflicts Weakness (5s) Sundering Mace (Defense Trait): Mace skills have 20% reduced recharge Mace CCs last 20% longer and inflict 3 stacks confusion for 3s Discussion: My goal here is to create a true hybrid weapon that can be used for either power or condi builds. Note that the physical damage output is increased: slightly faster AA chain, Crushing blow on short CD as Mace 2, and a big AOE blast on Tormenting smash. The skills also apply a variety of non-damaging conditions (cripple and weakness and vuln) that would be useful even for a pure power build. Yet there are still multiple ways to apply bleeding, torment, and confusion (especially when Sundering Mace is traited). The multiple ways of applying weakness offers synergy with Cull the Weak. Note, too, that Mace retains the same number of CCs that it currently has (although the launch on the new Tremor would do a little less damage to defiance bars than Tremor currently does). It also retains its block—and actually improves upon it by making it block projectiles for the entire duration until attacked in melee range. While Mace would be capable of inflicting large amounts of conditions in a short time (6 bleeds via crushing blow and 6 stacks of torment from tormenting smash), the target needs to be CC’d for that to happen. Moreover, the 3/4s cast time on both skills means there will be plenty of opportunity to dodge or block. This is compensated for by the relatively short CD on both skills; the skills are hard to land, but you get to try to land them more often. The AOE on Tormenting Smash gives Mace some much needed cleave and team fight potential. The new Tremor sets up Tormenting Smash and offers further value in a team fight. The ground-targeted leap of Tremor should make it easier to land, provides some mobility/gap-closing potential, and avoids all the weirdness of the slow-moving projectile-thing. Animations: Most animations remain the same; only tormenting smash and tremor would need new ones. Tremor could easily share Earthshaker’s animation. Tormenting smash could be the current downward strike of tremor and the shockwave component of Stomp. Looking forward to the discussion! Link to comment Share on other sites More sharing options...
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