oscuro.9720 Posted July 19, 2022 Share Posted July 19, 2022 Hello my warrior brothers! We are defined as the masters of weapons. This implies that we, as warriors, have practiced our usage of a weapon to the point of mastery. This is contradictory to how we use many of the weapons, namely sword. "Savage Leap" really doesn't scream expert finesse and skill in sword-craft. What I am here to propose is to rework sword to be used in a rapier-like fashion, with a continued focus on a bleed and power combination. The kit will function with the intent of balancing high strikes/minute and plus movement speed paired in a main-hand weapon. Auto Attacks: Conceptually, these are just slashes, same as every other classes sword. Instead, they should be replaced with quick stabs with a single target limit. In return, each strike in the auto attack chain should have multiple strikes with altered cast times. Bleed should be on every strike, with a total of 6 strikes in the auto attack chain. Ideally, the after casts on every skill but the last in the auto chain would be extremely small to make it function smoothly. It would look something like; Thrust: Deliver a quick thrust into your foe, bleeding them. (1 strike, 1 bleed, 1/4s cast time) Vital Combo: Combo into a quick pair of strikes into your foe. (2 strikes, 1 bleed, cripple, 1/4s cast time) Flourish: Finish your foe off with a flourish of deadly strikes, causing your foe to bleed with each (3 strikes, 3 bleed, 1/2s) Skill 2: Savage Leap The 2 skill is a good one. Savage leap functions very well imo. This can remain exactly the same, its a very functional skill imo. Skill 3: Flurry Skill 3 will now be Flurry. Flurry will be reworked to be a single target skill with a drastically reduced cast time of 1s. The damage coefficients and bleed stacks would remain constant. It appear as such; Flurry: Deal a flurry of lethal strikes to your opponent's vitals, immobilizing them and causing them to bleed with each strike. (9 bleed, 9 strikes, 1.998 coefficient, 1s cast time). Burst Skill: Final Thrust Final Thrust is now moved to the burst slot. This skill is conceptually altered. It is now a 450 range ground targeted dash skill (skill shots r the bestest) that thrusts through all targets in the path (cap 5). The skill has the same damage increase from sub-50% bonuses. However, it will now apply bleed and immobilize regardless of health level, and is, instead, predicated on adrenaline level. It looks something like; Final Thrust: Use all of your physical ability to deal a finishing strike that does bonus damage to lower health foes. (>50% damage coeff: 1.25, <50% damage coeff: 2.5, 1/2s cast, range: 450, moves quickly) Adrenaline level 1: 3 bleed, 2s immobilize Adrenaline level 2: 5 bleed, 3s immobilize Adrenaline level 3: 7 bleed, 4s immobilize I didn't do offhand sword, mostly because, conceptually, you fence with just 1 main-hand sword. In my view, focusing aspects on single target DPS, increasing strikes per second, and giving it additional mobility gives stronger condition tacking ability, and decreasing some cast times to increase the direct damage slightly will overall make it a more flexible and useful weapon that can be played as condi, power, or hybrid. It also pairs much better into warrior's stun heavy kit with Flurry being a set value with a faster cast time, and final thrust giving a nice range. I would also argue its net cleave burst increases by restructuring final thrust as a 450 range line-effect, since existing final thrust doesn't cleave particularly well. Please, let me know what you all think 🙂 Note; this is focused on wvw/pvp gamemodes. The numbers I'm bringing up are all the wvw/pvp mode numbers. Thank you for listening to my ideas and have a nice day. 2 Link to comment Share on other sites More sharing options...
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