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Simple Sword Fix


CalmTheStorm.2364

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I've been messing around with sword recently and got to thinking, "Sword wouldn't be half bad with just a few changes."  While I still stand by the suggestions in the Revitalizing Warrior: Reworking the Sword thread (especially Final Thrust as a burst skill...man oh man that would be cool), I think a few simple changes to the existing skills could make a world of difference. Here goes:

 

1.) Reduce Flurry cast time from 2 3/4s to 2s.

Flurry is kind of a "meh" skill and probably always will be, but it does decent damage and 11 stacks of bleeding is nothing to sneeze at.  The trouble is that it takes so freakin long to channel...almost as bad as Hundred blades but even less damage.  Yikes.  But if you speed it up a little bit, I think it could see use.  Especially if you were running Dual Wield (with Sw/Axe, for example), the channel time is down to 1.6s--well within the stun of shield bash or Bull's Charge.  Again, still not gonna be amazing, but I think it would definitely be more useable.

 

2.) Reduce Final Thrust cast time from 3/4s to 1/2s.  Let it apply 3 stacks of bleeding if target is above 50% health and 6 stacks if below 50%.  Same damage.

There's just no reason for FT to be as weak as it is currently.  Compare it to Dual Strike (Axe 4), which does as much damage as FT when target < 50%, has a 1/2s cast time, AND grants quickness.  FT is a joke by comparison.  But by simply speeding up the cast time, it falls more in line with Dual Strike in terms of effectiveness, especially if it also applies at least a few stacks of bleeding regardless of the target's health.

 

3.)  Re-work Riposte to be a Flip-over skill.  Specifically:

"Parry"-- Block for 2s, 20s CD.  If you block an attack, gain the ability to Riposte for 5s.  If you do not block, gain adrenaline.

"Riposte"--Strikes up to 3 targets.  Does current amt of damage and inflicts 6 stacks of bleeding per target.

 

No new animations needed; we're just splitting up the skill.  With Parry being a full block, you now have an alternative to shield.  This would also make Dual Wield more appealing, as you could do Sw/Axe and Axe/Sw to get the most out of the trait (whirling axe and eviscerate feel amazing when you're running dual wield, btw).  Allowing Riposte to be player-controlled is an obvious improvement in functionality, and allowing the attack to hit multiple targets will make it much more useful in PvE (or Zerg fights or contested nodes) where cleave is more important.  

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While I can appreciate all of the effort you go to for reworking skills for warrior, I think you need to think about the LEAST time intensive fix for Anet that would have a good result.

Unrooting Sword F1 would be a massive and good change in gameplay.  Nothing else would be required.  If ANET has any time, they should do that only and then see how it goes.

It seems they dont even have time for that as people have been saying it forever...

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1 minute ago, Opopanax.1803 said:

While I can appreciate all of the effort you go to for reworking skills for warrior, I think you need to think about the LEAST time intensive fix for Anet that would have a good result.

Unrooting Sword F1 would be a massive and good change in gameplay.  Nothing else would be required.  If ANET has any time, they should do that only and then see how it goes.

It seems they dont even have time for that as people have been saying it forever...

Actually, I had "the least amount of work" in mind. Two of the changes proposed are simple number changes--it doesn't get simpler than that. The riposte rework is admittedly a little more complicated, but it uses the same animations but unlinks them into separate skills. 

 

Removing the root from flurry would mean a new animation (or maybe recycling flaming flurry but without the projectiles).

 

Further, that by itself wouldn't make sword good. Final thrust severely underperforms for the reasons listed above, as does Riposte. Warrior also currently does not have a defensive alternative to shield, but a reworked Riposte could fix that.

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Speed up Flurry to a 2s cast time. Unroot it. The attack animation already exists in Flaming Flurry, just remove the fireballs from it.

Final Thrust: 3s of bleed when target is above 50% hp at the same duration. make cast 1/2s

Riposte: Full channel block, gain flip over to strike with the current attack. Make the attack a PBAoE though (so 5 instead of 3 targets). OH sword needs a little AoE to it, even Mace has one in Tremor.

Impale: I'd decrease the cast time by a 1/4s and increase the projectile velocity. Rip should cause you to face the target. It's too easy to cause the skill to go on CD without activating when fighting in melee.

Edited by Lan Deathrider.5910
typo.
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1 hour ago, Mesket.5728 said:

Make it so norn dont hit their toes while looking down to the ground... god sword animations are bad for norns lol


It seems like Norn has more issues going on animation wise,cast time,compared to humans and asurans. It made me stop playing my main norn warri years ago after i tested playing on a human warri and the difference was very noticable.

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24 minutes ago, Caedmon.6798 said:

It seems like Norn has more issues going on animation wise,cast time,compared to humans and asurans. It made me stop playing my main norn warri years ago after i tested playing on a human warri and the difference was very noticable.

Indeed. Their "look at" or "aim" sistem for animations doesnt apply properly to big norns. Everything is an ant for them an they never attack their target. Always the floor. 9 years and ive never played any sword build because of how bad it is lol.

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9 hours ago, Mesket.5728 said:

Indeed. Their "look at" or "aim" sistem for animations doesnt apply properly to big norns. Everything is an ant for them an they never attack their target. Always the floor. 9 years and ive never played any sword build because of how bad it is lol.

Wow I never realized that race made that much of a difference for animations. Guess that's what I get for always playing Norn...

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