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Warrior Needs a Whole Balance Patch Dedicated To It (PVP Perspective)


Zuko.7132

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Warrior is without a doubt the worst class in pvp. It had zero representation in the most recent MAT. Every other class was represented. The only semidecent spec is Bladesworn which is hard carried by healing and still a bad choice for anything other than casual ranked. It has no place in a real team. Here are some recommended changes.,

 

  1. Traits
    1. Strength
      1. Brave Stride: Increase stability to five seconds and add five seconds of swiftness. It’s currently useless. 
      2. Body Blow: Make it give damage back to cc skills. Maybe around a 1.0 power coefficient.
      3. Great Fortitude: Lackluster compared to other traits. Add five seconds of stability on heal. To keep heals interruptible, it only applies after the heal completes. Also adds a further stability theme with brave stride.
      4. Berserker’s Power: Currently not worth it over might makes right sustain. Change to 10% 20% and 30%.
      5. Merciless hammer: Make 20% damage increase to disabled foes global instead of just for hammer.
    2. Arms
      1. Wounding Precision: Increase Expertise based on precision to 10%. Critical hits have a 33% chance to apply 1 stack of vulnerability for 4 seconds.
      2. Opportunist: Add burst skills inflict 1 second of immob. Keep the 10 second cooldown. This should help with actually triggering the trait.
      3. Deep Strikes: Rename Precise strikes. Change to fury grants an additional ten% crit chance.
      4. Unsuspecting Foe: Add disabling a foe applies two stacks of confusion.
      5. Blademaster: Make the condition damage and expertise buff apply for each sword equipped.
      6. Bloodlust: Add life steal when you apply a bleed.
      7. Burst Precision: Burst skills have 100% crit chance. Gain 1 second of 100% crit chance for each level of adrenaline spent when landing a burst skill.
      8. Furious: Reduce maximum stacks to ten. Each stack now gives 30 condition damage. Increase critical hit chance against bleeding foes by 10%.
      9. Dual Wielding: This a pure pve trait. For pvp the attack speed could easily be increased.
    3. Defense
      1. Thick Skin: Each stack of adrenal health grants 7% damage reduction. Swap places with adrenal health.
      2. Shield Master: Increase might duration to five seconds. 1 second is useless unless just for healing procs from other traits.
      3. Dogged March: Add four second of resolution.
      4. Cull the Weak: Change health threshold to 75%
      5. Lesser Endure Pain: Replace trait with Indomitable. Gain two seconds of protection and resolution after a dodge.
      6. Armored Attack: Add 7% increased strike damage while you have resolution.
      7. Sundering Mace: Add 180 toughness while wielding a mace.
      8. Last Stand: Remove lesser balanced stance. Add six seconds of resolution and protection on stances. Decrease stance cooldowns by 20%
      9. Cleansing Ire: Gain 1, 2, 3 seconds of resistance based on adrenaline level on burst activation not hit in addition to current effects.
      10. Rousing Resilience: Add 3 seconds of resolution on breaking stun.
    4. Tactics
      1. Marching Orders: Remove ICD on soldier’s focus. Burst skill cooldowns should be enough.
      2. Roaring Reveille: Make fury default to charge. Replace with 3 seconds of quickness. Increase concentration to 180.
      3. Empowered: Also add 1% damage reduction for each boon you have.
      4. Warrior’s Cunning: Decrease health threshold to 50%. Increase damage to barrier to 25%.
    5. Discipline
      1. Fast Hands: Make Baseline. Replace with Versatile Resistance. Gain two seconds of resistance on weapon swap.
      2. Crack Shot: Make burning on longbow default. Have trait add bleeding. Make all weapon 1 ranged skills grant bonus adrenaline.
      3. Vengeful return: Gain 50% damage reduction while vengeanced.
      4. Doubled Standards: Anet is already reworking banners, so I’ll leave this alone.
      5. Destruction of the Empowered: Increase damage to 5% per boon. No one takes this over brawler’s recovery. Let’s make it worth it.
      6. Axe Mastery: add back ferocity for each axe equipped.
      7. Heightened focus: Change to gain three seconds of quickness on disabling a foe. Remove icd. Untamed has this but better and not even for a grandmaster.
    6. Berserker
      1. Decrease Berserk Cooldown to 12 seconds by default
      2. Last Blaze: Increase burning to two stacks.
      3. Blood Reaction: Add 7% of critical damage heals you.
      4. Fatal Frenzy: Remove toughness debuff. Gain five stacks of might for five seconds when landing a burst.
      5. Bloody Roar: Increase damage buff to 25%. Become immune to incoming weakness while in Berserk.
    7. Spellbreaker
      1. Pure Strike: Add critical hits steal a boon. 5 sec icd.
      2. Dispelling Force: Change to boon steal. Prioritize stability.
      3. Loss Aversion: Increase boon removal damage.
      4. Slow Counter: Increase slow to 3 seconds. Add three seconds of weakness.
      5. Sun and Moon Style: Reduce dagger cooldowns by 20%. Deal 15% damage to boonless foes and heal when you steal a boon. No icd. Buffs apply even when not wielding daggers.
      6. Enchantment Collapse: When you steal or remove a boon, steal an additional boon from all nearby foes.
      7. Revenge Counter: Remove damage buff. Increase resistance to three seconds and gain three seconds of resolution. Increase daze duration to two seconds.
    8. Bladesworn
      1. Dragon Triggers all need more damage.
      2. Blooming fire needs more damage.
      3. Unseen Sword: Increase damage.
      4. Dragonscale Defense: Change icd to 8 seconds.
      5. Immortal Dragon: Add resistance and resolution. Make heal based on charges spent not damage dealt.
      6. Daring Dragon: Make it increase the damage of dragon trigger.

 

 

 

 

  1. Weapons
    1. Condi
      1. Sword Main Hand
        1. Add 1 stack of torment to the final auto.
        2. Savage Leap: Add two stacks of bleed and two stacks of torment for six seconds.
        3.  Final Thrust: Add 6 stacks of bleed when above 50% hp for 8 seconds. Make 4 stacks of burning and 4 stacks of bleed when blow 50%.
      2. Sword Off Hand
        1. Impale: Add a four second immobilize on hit. Add three stacks of torment for 8 seconds on rip effect.
        2. Riposte: Do not auto counter on melee attack. Block for full effect. If an attack is blocked provide counter attack skill for five seconds after blocking.
      3. Mace Main Hand (Do to mace being condi on zerker and the core burst no longer doing power damage, I suggest making it condi. I suggest confusion due to fitting blunt force.)
        1. Auto Chain: Add 1 stack of confusion for six seconds to all autos with two on the final hit.
        2. Counter Blow: Do not auto counter on melee attack. Block for full effect. If an attack is blocked provide counter skill for five seconds after blocking. Add three stacks of confusion for 8 seconds to counter skill.
        3. Skull Crack: Add 2, 4, 6 stacks of confusion based on burst level.
      4. Longbow
        1. Dual Shot: Make burning default instead of from trait.
        2. Fan of Fire: Tighten spread of shots.
        3. Arcing Arrow: Add three stacks of burn for five seconds. Possibly add a 1 second daze so longbow has some more defense.
        4. Combustive Shot: Make it pulse burn every second instead of once every three seconds. Make it blind on initial hit and then apply a new blind every three seconds so longbow has defense.
    2. Power
      1. Axe Mainhand
        1. Throw Axe: Fix pathing so it doesn't constantly miss.
        2. Eviscerate: Change power coefficient to 1.6, 1.8, 2.0. Max damage is the same. Lower levels increased. Add 3, 6, 9 might stacks on landing.
      2. Axe Offhand
        1. Dual Strike: Increase quickness duration. Axe hand off is all dps. Let's make it worth it and help set up axe five.
        2. Whirling Axe: Increase Radius to 240. Replace movespeed increase with superspeed. Add reflect. If thief can have it on the stolen item we can have it on our actual weapon.
      3. Greatsword
        1. Hundred Blades: Decrease cast time to two seconds. As it stands the dps per second is worse than auto if you miss the final hit, which you almost always will.
        2. Blade Trail: Increase projectile speed. The return hit and sometimes even the initial hit are way too easy to walk out of.
      4. Hammer
        1. Autos: Increase damage. Lack of damage due to ccs needs to be made up.
        2. Fierce blow: 1.5 power coefficient default. 2.0 on controlled fows.
        3. Staggering Blow: Add an evade. Hammer has no defenses.
        4. Backbreaker: Reduce cast time to ¾ seconds.
      5. Mace Offhand
        1. Tremor: Turn into an aoe cone instead of a projectile.
      6. Rifle
        1. Kill Shot: Reduce Cast time to ¾ seconds
        2. Explosive Shell: Increase damage.
        3. Brutal Shot: Evade while shooting.
        4. Rifle Butt: Add a lunge for easier time connecting
      7. Dagger Main Hand
        1. Breaching Strike: Change to boon steal.
        2. Auto: Have the third hit remove a boon
      8. Dagger Off Hand
        1. Wastrel’s Ruin: Steals three boons.
        2. Bladestorm: Increase damage and make each hit remove a boon.
    3. Support
      1. Warhorn
        1. Charge: Provide fury by default. Change trait to give quickness. Remove the strike limit on the damage buff. Reduce duration of damage buff to 4 seconds.
        2. Call of Valor: Add three seconds of protection and resolution.
      2. Shield
        1. Shield Stance: If an attack is blocked, gain three seconds of protection, resolution, and resistance when shield stance ends for you and allies.

 

 

 

 

 

  1. Utilities
    1. Physical
      1. Kick: Change to 2 second Knockdown.
      2. Throw Bolas: Add five stacks of bleed and a .5 second daze.
      3. Stomp: Add an evade.
    2. Stance
      1. Berserker’s stance: Decrease cooldown to 25 seconds.
      2. Balanced stance: Decrease cooldown to 40 seconds.
      3. Frenzy: Decrease cooldown to 40 seconds.
    3. Signet
      1. Signet of Stamina: Decrease cooldown to 30 seconds. Increase Endurance gained to 50. Make instant cast.
      2. Dolyak Signet: Decrease cooldown to 35 seconds.
      3. Signet of Might: Decrease cooldown to 20 seconds.
    4. Shouts
      1. On my Mark: Change to a 600 radius aoe.
      2. Shake it off: Decrease cooldown to 60 seconds. 
      3. Fear Me: Make a stunbreak. Decrease cooldown to 40 seconds.
    5. Banners
      1. These are already being reworked so I’ll leave them alone.
    6. Meditations
      1. Featherfoot Grace: Decrease cooldown to 35 seconds.
      2. Sight Beyond Sight: Become immune to blindness for five seconds.
      3. Imminent threat: Make a stunbreak. Increase taunt to three seconds.
      4. Break Enchantments: Make boon steal. Increase damage to 1.0 power coefficient.
    7. Rage
      1. Make all rage skills decrease cooldown for berserk mode when out of berserk mode by half of what they increase duration while in berserk mode.
      2. Blood Reckoning: Decrease cooldown to 20 seconds.
      3. Wild Blow: Remove blind. It really needs its damage back, but if that can’t happen, make it reset berserk mode.
      4. Sundering Leap: Increase damage to 2.0 power coefficient and inflict 2 seconds of immob.
      5. Shattering blow: Increase animation and block to 1.5 seconds.
      6. Outrage: decrease cooldown back to 10 seconds.
      7. Headbutt: Remove self stab removal. Make it remove stab on the enemy now before the cc lands.
    8. Armaments
      1. Bulletproof Barrier: Turn into a dome not a wall.
      2. Electric fence: Add damage and make immob default.
      3. Dragonspike mine: Decrease cooldown to 30 seconds.
Edited by Zuko.7132
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3 minutes ago, Lan Deathrider.5910 said:

This format is hard to read and almost impossible to read in the dark theme. I'll provide actual feed back later, but consider reformatting it.

I just fixed it. Typed it up in google docs and it did not translate well.

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56 minutes ago, Zuko.7132 said:

I just fixed it. Typed it up in google docs and it did not translate well.

TY. Now to finally read it.
.
.
.
You know I suggested changing brave stride to stability on movement skill originally? They even used my language directly in the change notes. Really ticks me off that they put the CD so high in competitive. You suggestion is good for it, though if the CD were shorter it would be fine as well.

Wounding Precision would be better with a damage condi like torment on it. Warrior condi suffers from lack of cover conditions. NVM I see that you packed torment into Sword.

We had confusion on interrupt before on the hammer trait. Did not work out well. What would be better is confusion applied when hitting a CC'd target. I see further down that you pack confusion into Mace, though my comment on UF still stands, it would be better to have X/Mace or Mace/X to setup the CC + confusion then have the other weapon pump out confusion via the trait. Gives more gameplay options rather than having a dedicated confusion weapon, though I like putting confusion onto mace baseline.

The Last Stand changes conflicts with Defiant Stance BTW. Its a hard trait to fix though. Something that is dual Offense and Defense like granting Resistance and Quickness would function better. 

Other than that, at lot of what you said would bring Warrior on the whole up to the current meta, and is totally balanced considering the current meta. I like them and want to point out that the warrior community is pretty much coalescing on the same set of ideas on what we consider is needed to bring Warrior up to date with the rest of the professions.

@Josh Davis.7865, forgive me for pinging you again, but I think it is worth it for Anet to consider that last statement. At least on the forums there is a growing consensus on what warrior needs to thrive and it would smart for you all to strongly consider some of these changes for the June patch if there is still time to do so.

 

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18 hours ago, Zuko.7132 said:

Warrior is without a doubt the worst class in pvp. It had zero representation in the most recent MAT. Every other class was represented. The only semidecent spec is Bladesworn which is hard carried by healing and still a bad choice for anything other than casual ranked. It has no place in a real team. Here are some recommended changes.,

 

  1. Traits
    1. Strength
      1. Brave Stride: Increase stability to five seconds and add five seconds of swiftness. It’s currently useless. 
      2. Body Blow: Make it give damage back to cc skills. Maybe around a 1.0 power coefficient.
      3. Great Fortitude: Lackluster compared to other traits. Add five seconds of stability on heal. To keep heals interruptible, it only applies after the heal completes. Also adds a further stability theme with brave stride.
      4. Berserker’s Power: Currently not worth it over might makes right sustain. Change to 10% 20% and 30%.
      5. Merciless hammer: Make 20% damage increase to disabled foes global instead of just for hammer.
    2. Arms
      1. Wounding Precision: Increase Expertise based on precision to 10%. Critical hits have a 33% chance to apply 1 stack of vulnerability for 4 seconds.
      2. Opportunist: Add burst skills inflict 1 second of immob. Keep the 10 second cooldown. This should help with actually triggering the trait.
      3. Deep Strikes: Rename Precise strikes. Change to fury grants an additional ten% crit chance.
      4. Unsuspecting Foe: Add disabling a foe applies two stacks of confusion.
      5. Blademaster: Make the condition damage and expertise buff apply for each sword equipped.
      6. Bloodlust: Add life steal when you apply a bleed.
      7. Burst Precision: Burst skills have 100% crit chance. Gain 1 second of 100% crit chance for each level of adrenaline spent when landing a burst skill.
      8. Furious: Reduce maximum stacks to ten. Each stack now gives 30 condition damage. Increase critical hit chance against bleeding foes by 10%.
      9. Dual Wielding: This a pure pve trait. For pvp the attack speed could easily be increased.
    3. Defense
      1. Thick Skin: Each stack of adrenal health grants 7% damage reduction. Swap places with adrenal health.
      2. Shield Master: Increase might duration to five seconds. 1 second is useless unless just for healing procs from other traits.
      3. Dogged March: Add four second of resolution.
      4. Cull the Weak: Change health threshold to 75%
      5. Lesser Endure Pain: Replace trait with Indomitable. Gain two seconds of protection and resolution after a dodge.
      6. Armored Attack: Add 7% increased strike damage while you have resolution.
      7. Sundering Mace: Add 180 toughness while wielding a mace.
      8. Last Stand: Remove lesser balanced stance. Add six seconds of resolution and protection on stances. Decrease stance cooldowns by 20%
      9. Cleansing Ire: Gain 1, 2, 3 seconds of resistance based on adrenaline level on burst activation not hit in addition to current effects.
      10. Rousing Resilience: Add 3 seconds of resolution on breaking stun.
    4. Tactics
      1. Marching Orders: Remove ICD on soldier’s focus. Burst skill cooldowns should be enough.
      2. Roaring Reveille: Make fury default to charge. Replace with 3 seconds of quickness. Increase concentration to 180.
      3. Empowered: Also add 1% damage reduction for each boon you have.
      4. Warrior’s Cunning: Decrease health threshold to 50%. Increase damage to barrier to 25%.
    5. Discipline
      1. Fast Hands: Make Baseline. Replace with Versatile Resistance. Gain two seconds of resistance on weapon swap.
      2. Crack Shot: Make burning on longbow default. Have trait add bleeding. Make all weapon 1 ranged skills grant bonus adrenaline.
      3. Vengeful return: Gain 50% damage reduction while vengeanced.
      4. Doubled Standards: Anet is already reworking banners, so I’ll leave this alone.
      5. Destruction of the Empowered: Increase damage to 5% per boon. No one takes this over brawler’s recovery. Let’s make it worth it.
      6. Axe Mastery: add back ferocity for each axe equipped.
      7. Heightened focus: Change to gain three seconds of quickness on disabling a foe. Remove icd. Untamed has this but better and not even for a grandmaster.
    6. Berserker
      1. Decrease Berserk Cooldown to 12 seconds by default
      2. Last Blaze: Increase burning to two stacks.
      3. Blood Reaction: Add 7% of critical damage heals you.
      4. Fatal Frenzy: Remove toughness debuff. Gain five stacks of might for five seconds when landing a burst.
      5. Bloody Roar: Increase damage buff to 25%. Become immune to incoming weakness while in Berserk.
    7. Spellbreaker
      1. Pure Strike: Add critical hits steal a boon. 5 sec icd.
      2. Dispelling Force: Change to boon steal. Prioritize stability.
      3. Loss Aversion: Increase boon removal damage.
      4. Slow Counter: Increase slow to 3 seconds. Add three seconds of weakness.
      5. Sun and Moon Style: Reduce dagger cooldowns by 20%. Deal 15% damage to boonless foes and heal when you steal a boon. No icd. Buffs apply even when not wielding daggers.
      6. Enchantment Collapse: When you steal or remove a boon, steal an additional boon from all nearby foes.
      7. Revenge Counter: Remove damage buff. Increase resistance to three seconds and gain three seconds of resolution. Increase daze duration to two seconds.
    8. Bladesworn
      1. Dragon Triggers all need more damage.
      2. Blooming fire needs more damage.
      3. Unseen Sword: Increase damage.
      4. Dragonscale Defense: Change icd to 8 seconds.
      5. Immortal Dragon: Add resistance and resolution. Make heal based on charges spent not damage dealt.
      6. Daring Dragon: Make it increase the damage of dragon trigger.

 

 

 

 

  1. Weapons
    1. Condi
      1. Sword Main Hand
        1. Add 1 stack of torment to the final auto.
        2. Savage Leap: Add two stacks of bleed and two stacks of torment for six seconds.
        3.  Final Thrust: Add 6 stacks of bleed when above 50% hp for 8 seconds. Make 4 stacks of burning and 4 stacks of bleed when blow 50%.
      2. Sword Off Hand
        1. Impale: Add a four second immobilize on hit. Add three stacks of torment for 8 seconds on rip effect.
        2. Riposte: Do not auto counter on melee attack. Block for full effect. If an attack is blocked provide counter attack skill for five seconds after blocking.
      3. Mace Main Hand (Do to mace being condi on zerker and the core burst no longer doing power damage, I suggest making it condi. I suggest confusion due to fitting blunt force.)
        1. Auto Chain: Add 1 stack of confusion for six seconds to all autos with two on the final hit.
        2. Counter Blow: Do not auto counter on melee attack. Block for full effect. If an attack is blocked provide counter skill for five seconds after blocking. Add three stacks of confusion for 8 seconds to counter skill.
        3. Skull Crack: Add 2, 4, 6 stacks of confusion based on burst level.
      4. Longbow
        1. Dual Shot: Make burning default instead of from trait.
        2. Fan of Fire: Tighten spread of shots.
        3. Arcing Arrow: Add three stacks of burn for five seconds. Possibly add a 1 second daze so longbow has some more defense.
        4. Combustive Shot: Make it pulse burn every second instead of once every three seconds. Make it blind on initial hit and then apply a new blind every three seconds so longbow has defense.
    2. Power
      1. Axe Mainhand
        1. Throw Axe: Fix pathing so it doesn't constantly miss.
        2. Eviscerate: Change power coefficient to 1.6, 1.8, 2.0. Max damage is the same. Lower levels increased. Add 3, 6, 9 might stacks on landing.
      2. Axe Offhand
        1. Dual Strike: Increase quickness duration. Axe hand off is all dps. Let's make it worth it and help set up axe five.
        2. Whirling Axe: Increase Radius to 240. Replace movespeed increase with superspeed. Add reflect. If thief can have it on the stolen item we can have it on our actual weapon.
      3. Greatsword
        1. Hundred Blades: Decrease cast time to two seconds. As it stands the dps per second is worse than auto if you miss the final hit, which you almost always will.
        2. Blade Trail: Increase projectile speed. The return hit and sometimes even the initial hit are way too easy to walk out of.
      4. Hammer
        1. Autos: Increase damage. Lack of damage due to ccs needs to be made up.
        2. Fierce blow: 1.5 power coefficient default. 2.0 on controlled fows.
        3. Staggering Blow: Add an evade. Hammer has no defenses.
        4. Backbreaker: Reduce cast time to ¾ seconds.
      5. Mace Offhand
        1. Tremor: Turn into an aoe cone instead of a projectile.
      6. Rifle
        1. Kill Shot: Reduce Cast time to ¾ seconds
        2. Explosive Shell: Increase damage.
        3. Brutal Shot: Evade while shooting.
        4. Rifle Butt: Add a lunge for easier time connecting
      7. Dagger Main Hand
        1. Breaching Strike: Change to boon steal.
        2. Auto: Have the third hit remove a boon
      8. Dagger Off Hand
        1. Wastrel’s Ruin: Steals three boons.
        2. Bladestorm: Increase damage and make each hit remove a boon.
    3. Support
      1. Warhorn
        1. Charge: Provide fury by default. Change trait to give quickness. Remove the strike limit on the damage buff. Reduce duration of damage buff to 4 seconds.
        2. Call of Valor: Add three seconds of protection and resolution.
      2. Shield
        1. Shield Stance: If an attack is blocked, gain three seconds of protection, resolution, and resistance when shield stance ends for you and allies.

 

 

 

 

 

  1. Utilities
    1. Physical
      1. Kick: Change to 2 second Knockdown.
      2. Throw Bolas: Add five stacks of bleed and a .5 second daze.
      3. Stomp: Add an evade.
    2. Stance
      1. Berserker’s stance: Decrease cooldown to 25 seconds.
      2. Balanced stance: Decrease cooldown to 40 seconds.
      3. Frenzy: Decrease cooldown to 40 seconds.
    3. Signet
      1. Signet of Stamina: Decrease cooldown to 30 seconds. Increase Endurance gained to 50. Make instant cast.
      2. Dolyak Signet: Decrease cooldown to 35 seconds.
      3. Signet of Might: Decrease cooldown to 20 seconds.
    4. Shouts
      1. On my Mark: Change to a 600 radius aoe.
      2. Shake it off: Decrease cooldown to 60 seconds. 
      3. Fear Me: Make a stunbreak. Decrease cooldown to 40 seconds.
    5. Banners
      1. These are already being reworked so I’ll leave them alone.
    6. Meditations
      1. Featherfoot Grace: Decrease cooldown to 35 seconds.
      2. Sight Beyond Sight: Become immune to blindness for five seconds.
      3. Imminent threat: Make a stunbreak. Increase taunt to three seconds.
      4. Break Enchantments: Make boon steal. Increase damage to 1.0 power coefficient.
    7. Rage
      1. Make all rage skills decrease cooldown for berserk mode when out of berserk mode by half of what they increase duration while in berserk mode.
      2. Blood Reckoning: Decrease cooldown to 20 seconds.
      3. Wild Blow: Remove blind. It really needs its damage back, but if that can’t happen, make it reset berserk mode.
      4. Sundering Leap: Increase damage to 2.0 power coefficient and inflict 2 seconds of immob.
      5. Shattering blow: Increase animation and block to 1.5 seconds.
      6. Outrage: decrease cooldown back to 10 seconds.
      7. Headbutt: Remove self stab removal. Make it remove stab on the enemy now before the cc lands.
    8. Armaments
      1. Bulletproof Barrier: Turn into a dome not a wall.
      2. Electric fence: Add damage and make immob default.
      3. Dragonspike mine: Decrease cooldown to 30 seconds.

How does it feel to have put more effort into this post then Anet did in the last 5 years on warriors. 

Anyway. Good job. 

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I mean, if warrior had as many mobility, evade, teleport and block as willbender, thief or range etc, built in on active skills.

berserker's power will be worth more over might makes right, even arms may be worth over strength.

at least that's how it is working right now for them.

 

as long as there's no active sustain change for warrior but only straight buffing current warrior traits in numbers, warrior will always be forced in to sustain traits (MMR, might regen, shout etc) and there will be no actual meaningful changes in terms of build diversity and viability imo.

 

for example, sword changes won't make sword viable

and look at how these weapons got buffed for 8 year straight with over 100% buffs, yet still useless.

 

what i suggest is try to fit evade frame, invuln frame, blocks, projectile hate in to weapon, utility skills and easier ways to land damage. then warrior will be free from forced sustain traits and use other traits, as warrior won't need to live that long to see damage happen. because imo, warrior's damage number if landed arent bad, no need to buff, so are warrior traits, but just forced sustain traits are stopping warrior to benefit from other traits.

 

and warrior is forced to take gs and shield because it is the only weapon sets that offer sustain, while bladesworn is heavily built in sustain via traits.

Edited by Lighter.5631
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@Zuko.7132 good points here and there actually i would consider some traitskill sweaps too since some of them would made sence. 

1. Merciless Hammer: that one should be in disciplin and since Heightenet Focus used to be a Hammer buff traitline it would made sence to sweap them

(Would just buff Hammer since it would still made might mades right available)

2. Double standart: once again a traitline that would made more sence in tactics since its a supportish traitskill. Also maybe design a new traitskill in disciplin for it to buff cdps and precision (would open Windows for a support e-spec and would buff pve dps warrior to compentase the buffs of Banners)

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kitten someone has done their warrior subforum studying!

Without going into too much detail I agree with almost everything (I only say almost cause I'd need to sit down and calculate/examine how trait interactions can work, as in, perma healing, too strong boonrip etc etc, which would obviously mean anet would not implement some of these suggestions).

But still very compact and well made thread.

Please may I add:

GIVE SKULLGRINDER A LEAP FINISHER OF 150 RANGE LIKE YOU GAVE FOR FREE TO MECHANIST

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Just to pitch in 

Dual wield is pretty garbage trait, you gain attacks speed but if you have quickness it does nothing since it doesn't stack, fun part it doesn't stack with the berserker attack speed(which also gets overridden by quickness) , so what i think is that it should give the attack speed by default and when you gain quickness it gives you bonus damage be it percentile or flat stat power/ferocity depending on how much you lose for picking the trait when you have quickness, 20% seems fine, this also applies to berserk 15%.

Kinda lame that no one even bothered to make a kitten grandmaster trait useful.

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8 hours ago, Arklite.4013 said:

Just give us a couple blinks so we can keep up with our contemporaries in mobility.

They gave one to bladesworn it is the most garbage filler skill there is, solves a problem they created while not being that useful as a skill also you have to go to hoops to use a teleport on warrior. So any other teleports they add to warrior will be kitten like that, since who ever is in charge of the skill design of warrior is kitten at the game.   

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So many great ideas in this thread.  Nice work, @Zuko.7132!

 

A few thoughts:

 

1.)  Brave Stride could be such an amazing trait...if it had no CD.  Seriously, 1 stack of stability for 2s on movement skill use would not be OP in the slightest, and it would definitely add a lot of value to many Warrior builds.  It's always been baffling to me that, despite Warrior's ideal of being a fixture in the center of a fight, Warrior gets tossed around like a ragdoll because of our lack of stability.  Removing Brave Stride's CD could change that.   It's also in line with Traits like Catalyst's Staunch Auras or Tempest's Harmonious Conduit. 

 

2.) Eternal Champion idea:

+300 toughness in Berserk mode

Gain Protection (2s) and Regeneration (5s) when entering Berserk Mode or using a Primal Burst

 

3.) Sundering Leap

Increase range to 900

Apply immobilize (2s) in addition to current effects

 

4.) Shattering Blow

Change the 1/2s Block to a 1s Evade.  No cast time

 

5.) Outrage

Provides Resistance (4s) in addition to the stunbreak

 

 

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All of these seem super reasonable. I understand we might not be seeing the bigger picture (traits, chaining, sigils, runes, effects, etc.) but nearly every single one of these suggestions has come up in at least 1 other post about fixing Warrior, meaning there's a common thread throughout nearly all Warrior players of what needs to be done.

 

Is this the perfect comprehensive list? Maybe, maybe not, but that's not the point. The point is that Warrior is so heavily outstripped by all other professions/elites that it does not even (or barely) features in the MAT mode and in other modes is usually taken in the range of 0-1 where almost all other professions are at minimum 1-2 or 0-2 (i.e: groups would only want 1 max of a Warrior whereas all other professions are mandatory or may be be desired twice as much as a Warrior in any given situation).

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