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Regarding PATCHNOTES for Warrior. (lets balance for anet)


Sailorz.5426

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I wanted to make a thread, of ideas to change warrior, since by the look of the patch notes warrior is apparently an anomaly to the devs.

You can either make it short and sweet, or indepth if you want.

But here goes my take. Simply I think the damage isn't there, warrior still has great sustain with mending heal (which is getting buffed), which is nice as far as the minimal effective buffs but I dont really think it was needed at all. My ideas for buffing warrior (power) is just make hundred blades a quicker cast, I'd say reduce it by half, dont nerf the damage, I'd say you dont even really need to add to the damage either, just make it quicker so getting off a full hundred blades isn't impossible without landing a stun, or by getting a stun and using it the whole stun isn't take up by it mediocre damage. (If you look at axe 5, and hundred blades, axe 5 actually does more dmg, same ability duration, but you can move in it and you get a 50% move speed buff.)

My second idea, which would go hand and hand with the first buff is to decrease some cooldowns back to what they were, an additional 15 seconds to each stack of shake it off actually makes a huge difference imo, since going fight to fight is a lot less sustainable, I'd also want the cd on frenzy reduce back down a bit, it's pretty important, but the first buff might actually make it broken so maybe you wouldn't have to reduce its cd.

My thoughts on the rest of the warrior patch notes is basically what they changed is completely out of leftfield and will do nothing to add to the class in the meta, and them saying they might have overtuned stuff before they list the changes is kind of a slap in the face. The offhand buffs are forgettable at best. Half the changes are for PvE only, where warrior kind of shines in PvE with banner slave. There's three total things that will help warrior out and really didn't need to be changed. The mending buff which I described earlier, the stability on brave strive (which is useless because you have to lose the physical ability reduc cd/ dmg increase), and then the breaching strike buff. There's some buffs for berserker but let's be honest berserker is basically rendered useless and ruins half the classes traits by being locked out of burst skills until you berserk.

One of the things that makes me laugh about the stab on mobility is I'm just imagining pressing gs 3 and losing the stab buff before I come out of i-frame LOL.

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If ArenaNet just did their job and balanced the game like they should be doing, we wouldn't need to be talking about warrior buffs. But since this is ArenaNet we're talking about. Hey, fuck it dude. Buff warrior. Add 1-2 seconds of quickness to hundred blades, or whatever (they'll sooner add quickness to the skill than actually reduce the cast time, apparently -- stares intensely at reaper). Will it be too strong? Who cares! Did ArenaNet ever ask themselves that when they implemented explosive entrance? Nope. Share that gravy ANet. Make the weaker builds busted too. I'm sure it'll all work out somehow...

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The best buff for warrior is in nerfing nade holo and condi rev. Warrior is a side noder and does well against most builds but gets destroyed by grenades and can't ever hope to kill a condi rev while it's more susceptible to a +1.

It's probably still a bit behind after that. But I don't think by that much.

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one of the biggest issues with warrior in my opinion is the discipline traitline. this is not directly related to why warrior isn't good right now, but it is a problem nonetheless and has been for a very long time. 5s weaponswap, adren on weaponswap and burst mastery pretty much make it mandatory, especially the cdr on weaponswap. how could this be solved? make warrior weaponswap 5s baseline, or at least 7s and warrior runes -2s instead of -20% and increase adrenaline gain across the board and rework those traits.

it used to be the same for the defense traitline where sustain and cleansing ire made it mandatory, but that is not the case anymore because tactics/strength take care of the sustain nowadays and mending/shake it off suffice more or less for condi cleanse.

i also believe that merciless hammer should not be a strength grandmaster (all other weapon traits are master traits btw), but a tactics master trait because it would open up more builds. body blow is kinda relevant for hammer too, but not necessarily a must pick. if it's too strong for a master trait, remove the damage portion and make it "hammer skills have reduced cooldown and gain adrenaline when you disable a foe."

defense needs some traits reworked, it has 2 300s cooldown passive traits.... and a gain power based on your toughness trait which is just really lazy.

arms is complete garbo.

berserker needs normal bursts back or less cooldown on berserker because the downtime feels really bad.

spellbreaker meditations are incredibly bad and need buffs and maybe ammo charges across the board. they are a joke compared to guardian meditations.

give damage back for burst skills that stun. they're burst skills, they should deal damage even if they stun.

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@"Jekkt.6045" said:one of the biggest issues with warrior in my opinion is the discipline traitline. this is not directly related to why warrior isn't good right now, but it is a problem nonetheless and has been for a very long time. 5s weaponswap, adren on weaponswap and burst mastery pretty much make it mandatory, especially the cdr on weaponswap. how could this be solved? make warrior weaponswap 5s baseline, or at least 7s and warrior runes -2s instead of -20% and increase adrenaline gain across the board and rework those traits.

it used to be the same for the defense traitline where sustain and cleansing ire made it mandatory, but that is not the case anymore because tactics/strength take care of the sustain nowadays and mending/shake it off suffice more or less for condi cleanse.

i also believe that merciless hammer should not be a strength grandmaster (all other weapon traits are master traits btw), but a tactics master trait because it would open up more builds. body blow is kinda relevant for hammer too, but not necessarily a must pick. if it's too strong for a master trait, remove the damage portion and make it "hammer skills have reduced cooldown and gain adrenaline when you disable a foe."

defense needs some traits reworked, it has 2 300s cooldown passive traits.... and a gain power based on your toughness trait which is just really lazy.

arms is complete garbo.

berserker needs normal bursts back or less cooldown on berserker because the downtime feels really bad.

spellbreaker meditations are incredibly bad and need buffs and maybe ammo charges across the board. they are a joke compared to guardian meditations.

give damage back for burst skills that stun. they're burst skills, they should deal damage even if they stun.

I agree with basically everything with this post.

Discipline is way too mandatory, simply for the 5s off weapon swap, there are some pretty dank traits in discipline don't get me wrong, but the other traits can be compensated for with other trait lines easily.

I hear a lot of people talk about hammer grandmaster trait being misplaced and I have to agree, although I'm not exactly a hammer expert. I don't think removing the 20% damage buff is a fair trade though, hammer does low enough damage as it is with half the abilities being cc/no dmg.

2 300 second passives in one traitline is pretty lame for defense, other master trait option besides the 300s cd are either the toughness to power or the mace buff trait, I really like the mace buff, but I'll agree the toughness to power trait is really lazy, even though it can still have a use if you use the defense with gs/ lb i guess but you could argue the passive 300s might be better (shows how meh it actually is). For the grandmaster, the 300sec is also semi viable as it increases stance dura (but, I mean.. STANCE WARRIOR???), the other two grandmaster traits are pretty cool though and both have uses.

I think arms could be a really good traitline if discipline wasn't so mandatory.

Berserker..... RIP. SB utilities are trash, I think if they could reason in a teleport in one of the meditation would be a huge buff. It is a meditation on a semi-spell oriented elite spec so I don't think it wouldn't make sense.

As far as dmg back on cc abilities, ehhhhhhh, I know a lot of people are for it on warrior but I prefer them at least sticking to this idea of no dmg on cc (even though there are still a fair amount of cc abilities with dmg on them). If anything on the burst cc skills add some extra effects, maybe like a follow up daze on mace after the stun or like change hammer burst to a launch into a knock down (though I know a lot of people would just prefer the dmg back).

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