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Arms


Shinja.3451

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Arms can be remade so that it mainly boosts critical chance and the rest of the options for power dps, condition dps and support
Something simple
Minor traits
1: Grants critical chance based on your adrenaline, the effect is maintained for a few seconds when using the burst ability
2: Your burst ability always crits (ignores effects) and grants fury
3: Warrior's weapon abilities are faster (stacks with other effects)


Adept
1: Signets abilities keep their passive effects after use and have a reduced cooldown

2: Increases hit damage by 12% when hitting an enemy from behind or disabled

3: You gain 25% of your critical strike chance as base condition duration


Master
1: The fury you grant yourself also grants to nearby allies, increases fury duration by 20%

2: Deal 3% increased hit damage for each condition the target has, up to a maximum of 12% damage

3: Reduces the cooldown of longbow skills by 20%, your critical hits have a longer condition duration


Grandmaster
1: When applying fury, you also grant quickness and might to 5 allies for 3s, cd 10s

2: You gain 1 adrenaline per critical hit, gaining adrenaline when maxed out reduces burst ability recharge

3: Reduces the cooldown of sword skills by 20%, you deal 8% of the damage from your conditions as life steal (added damage)


It can be redone or improved in many ways; It can be redone from applying conditions instead of critical chance, which I would like better, but the issue is that from the beginning Arms were not fully defined and the specializations system was updated in a terrible way, it doesn't help at all either that currently the game is in chaos.

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Your suggestion with boon sharing is unlikely to happen, especially the quickness one.

I think currently the two major outliers are as follows:

Furious needs 25 stacks to reach maximum but since the duration is 10s and in August the trait was changed to +15 per stack it seems targeted to +150 stats to +300 or so...

Dual wielding has no bonus when you have quickness , the attack speed doesn't stack so it's good for gathering nodes only.

For competitive modes:

Bloodlust in competitive modes is 1s bleeding which is quite short

* Without some baseline burn on longbow auto you're pretty much running discipline every time in PVE.

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1 hour ago, Infusion.7149 said:

Your suggestion with boon sharing is unlikely to happen, especially the quickness one.

I think currently the two major outliers are as follows:

Furious needs 25 stacks to reach maximum but since the duration is 10s and in August the trait was changed to +15 per stack it seems targeted to +150 stats to +300 or so...

Dual wielding has no bonus when you have quickness , the attack speed doesn't stack so it's good for gathering nodes only.

For competitive modes:

Bloodlust in competitive modes is 1s bleeding which is quite short

* Without some baseline burn on longbow auto you're pretty much running discipline every time in PVE.

The 1s bleed on bloodlust is in line with other condition traits causing a condition on-hit, tho. It seems that Anet simply doesn't want these traits to deal major damage in competitive modes.

Sharpshooter, barbed precision, sharpened edges....

Edited by Kodama.6453
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3 hours ago, Infusion.7149 said:

Dual wielding has no bonus when you have quickness , the attack speed doesn't stack so it's good for gathering nodes only.

Well this is really easy to fix, ANet can just add to it a +xxx ferocity when under the effect of quickness.

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Just put the leeching in Bloodlust and magically the line has a decent siphon mechanic, a decent power dmg overtime mechanic and can stack a condition effectively and quickly (remove the chance to inflict bleed on crit, make it to always bleed on crit as warrior already suffers from that and taking arms to boost that chance in the first place is a big deal).

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7 hours ago, hash.8462 said:

Well this is really easy to fix, ANet can just add to it a +xxx ferocity when under the effect of quickness.

I am just pointing it out, the solution can be a variety of things.

8 hours ago, Kodama.6453 said:

The 1s bleed on bloodlust is in line with other condition traits causing a condition on-hit, tho. It seems that Anet simply doesn't want these traits to deal major damage in competitive modes.

Sharpshooter, barbed precision, sharpened edges....

It's way easier to apply on engi/ranger/necro since they have viable ranged options. If the trait applied double the duration in melee or on sword maybe it would have better parity IMO

Edited by Infusion.7149
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1 hour ago, Infusion.7149 said:

It's way easier to apply on engi/ranger/necro since they have viable ranged options. If the trait applied double the duration in melee or on sword maybe it would have better parity IMO

Well, apparently warrior also has viable ranged options currently? As far as I am aware, the condi spellbreaker build which was promoted alot recently uses the longbow.

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11 minutes ago, Kodama.6453 said:

Well, apparently warrior also has viable ranged options currently? As far as I am aware, the condi spellbreaker build which was promoted alot recently uses the longbow.

No. That build works because it is Spellbreaker. Note that no other viable warrior build uses LB.  Condibreaker mostly succeeds at "not dying" and holding nodes. That's more a credit to SpB's survivability than it is to any of warrior's weapons, ranged or otherwise.

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The biggest problem with Warrior trait lines is the same as many other classes: They're each meant to do a specific thing, in comparison to elite spec trait lines which do everything.

 

For example, the End of Dragons specialisations separate the roles into three separate rows in the same traitline, and it would be very nice if Core traitlines were redesigned this way too, so no matter which ones you equip you always get the three separate roles in every line.

 

What you're asking for is exactly that, but they won't implement it because it breaks the status quo of Core traitlines only being useful for a single task or maybe even two tasks if its a really good traitline.

 

Taking Arms on a power damage build breaks their whole philosophy, basically.

Edited by Mariyuuna.6508
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2 hours ago, Mariyuuna.6508 said:

The biggest problem with Warrior trait lines is the same as many other classes: They're each meant to do a specific thing, in comparison to elite spec trait lines which do everything.

 

For example, the End of Dragons specialisations separate the roles into three separate rows in the same traitline, and it would be very nice if Core traitlines were redesigned this way too, so no matter which ones you equip you always get the three separate roles in every line.

 

What you're asking for is exactly that, but they won't implement it because it breaks the status quo of Core traitlines only being useful for a single task or maybe even two tasks if its a really good traitline.

 

Taking Arms on a power damage build breaks their whole philosophy, basically.

That's not true; there's already some good stuff in arms for power builds: signet mastery, sundering burst, and burst precision most notably (dual wield could also be good but it doesn't stack with attack speed modifiers and warrior doesn't really have 2 good single handed weapons to pair together anyway). The theme of the Arms trait line can be best described as "condi and critical hits"; that is, it is hybrid in nature.

 

The main problems are twofold:

1) the minor traits are largely condi oriented (deep strikes and bloodlust); this represents wasted traits of you're running a power build. The minor traits should be such that they are valuable regardless of whether you're running power, condi, or hybrid builds.

 

2) there is no defensive/sustain oriented mechanic in the trait line. This would be less of an issue if Discipline weren't mandatory in most situations, but as it is, warrior trait lines pretty much need to have some sustain mechanic to be viable.

 

In case you're interested, I had a thread on a potential Arms rework awhile back that sought to address these issues. 

 

Other folks (notably @oscuro.9720 and @Grand Marshal.4098)have made threads as well.

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It can also be reworked based on conditions, such as bleeding, as an example minor traits would be like:


Minor Adept: You have a 33% chance to apply Bleeding for 4s on your weapon skill hits.
Minor Master: Bleeds you apply last 20% longer, you have an additional 10% critical chance against bleeding targets.
Minor Grandmaster: Critical hits increase the chance of the "Minor adept" trait to 50%, applying bleeding heals you for 80 health.


For power damage
Adept 1: "Minor adept" can also apply vulnerability for 4s, you deal 0.4% more hit damage per target's vulnerability.
Master 1: You deal 3% increased hit damage for each condition the target has, maximum 15% damage.
Grandmaster 1: Increases hit damage by 10% when hitting an enemy from behind or disabled, Disabling an enemy applies 2 Confusion for 10s.

 

22 hours ago, Mariyuuna.6508 said:

The biggest problem with Warrior trait lines is the same as many other classes: They're each meant to do a specific thing, in comparison to elite spec trait lines which do everything.

All specializations are divided into 3 characteristics, only they are not specifically dps and support, initially Arms was a dps specialization, not only for condition damage and it still is.

 

19 hours ago, CalmTheStorm.2364 said:

In case you're interested, I had a thread on a potential Arms rework awhile back that sought to address these issues. 

If I put together all the Arms reworks that have been suggested on the forum, what will happen? XD

 

If something is translated wrong, would you be so kind as to clarify it :3

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I hereby petition Anet to rename it Legs, for it is written in The Book of the Warrior’s Body;

”Though the arms may be appealing to the novice, glistening with sweat nestled in the hardened grooves of separation which delineate the changing of muscle groups, it is the legs, thick and lean with veins running down the quadriceps and striations climbing the hamstring, which shall make even the greatest of Warriors tremble from their intimidating aura. For it is from the legs from which the power to crush thine enemies is derived.”

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