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Grand Marshal.4098

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Everything posted by Grand Marshal.4098

  1. > @"DemonSeed.3528" said: > Beyond the stuff that's already mentioned, I just want an easier way to copy the char customisation (hair/eye/nose/face/body/etc) to another character (of same race obviously) with a code similar to how build templates do it, so I don't have to decipher a look I've created on another character or account. I also want to be able to make old and plus sized characters. I do kinda want to see an old bearded asura. My only successful old-looking character is a male Norn and tbh any attempt to make a human look old, ends up like some carnival member who dressed old for fun. As for plus size characters, I believe only 1 female norn and 1 female human (debatable) comes close. And I dont even think thats enough plus size tbh. For males, I think no male human exists without a sixpack is there?
  2. > @"Danikat.8537" said: > I'd like to be able to add scars and make-up separately from choosing a face type, and ideally separately from each other. That might make some of the default faces redundant since I think some are very similar (and can be made even more similar with sliders) except for the makeup or scars, but it would be an nice addition. I agree! I would love for us to still have 20 default 'main looks' but to be able to add something unique to all of them. Someone, like youmay want a face with a scar, but not look like a 60 y/o character (which is how the male preset face with a scar looks like iirc). Big agree on the makeup too. Thanks for sharing! :)
  3. Depends on the weapon that will complement it and how will it play out with the core skills and weapons. Warrior is my main and Im troubled for not knowing exactly what I want. I hear about pistols but I dont endorse the idea. The long range warrior ship has sailed already. They can always rework rifle and longbow. I dont want a very support-y warrior. Cause Spellbreaker already supports. More than that and I may as well play guardian. I want a balanced spec, slightly more offense oriented (similarly to how Core warrior can be more offensive, but still below Berserker tiers), with probable staff used as a spear. Greataxe is always in my heart. Imagine the executioner's axe moves refined and implemented with burst animations too...candy for my heart. Anyway a Demonslayer-chaos magic themed warrior would be cool imo. A middle ground between necro/mallyx and warrior. Offense with some support, but overall meant to perform fast paced combat.
  4. Fighting Jormag and Primordus in Tyria, we get forced for the finale back to the Shiverpeaks where it all started. We unite dredge, norn etc for the fights and Aurene buys us some time to escape with our allies through Sorrow's Embrace and via the tunnels, which the dredge allies reveal to us. Then a heist instance while we travel. Train goes high speed and we gotta defend it from destroyers jumping all over it, trying to maintain our numbers as high as possible. At some point destroyers stop spawning, we enter some cutscene and after an undefined period of time the train stops in forgotten dredge mines in Cantha. The only way an 'escape' will be justified for our Guild and for us the Commander would be only if we saved countless others in the process. Cause leaving Tyria for Cantha to save our skin is out off character. So with our allies/immigrants we try to enter cantha only to meet Luxons, Kurzicks or even the Empire with spears pointed to us. There, prologue.
  5. > @"lovemghool.7613" said: > WoD is still fine and wont drop off your bar > > but the Break Enchantments change is unfortunate as it is already a heavy one to slot in instead of other defensive slots and even pre-nerf not everyone ran it and instead opted for FGJ/Stance. still it is workable True. Cause you can try and play spellbreaker in zerging for the boonrip, but then better get daggers and boonrip skills at the cost of survivability. Issue is, our boonrip is a bit too inneffective, especially when out of the probably 4 or 5 spellbreakers in the group only you will run daggers and break enchantments. Cause for the bubble: Featherfoot Grace, Endure Pain, Dolyak Signet Active, pop the Bubble, Defiant Stance run outta there. Shield and WArhorn for some support and that's it. At least we dont have to stay in the enemy AoEs now.
  6. > @"CutesySylveon.8290" said: > > @"Grand Marshal.4098" said: > > our keep on Eb was tagged all the time and ofc no one even questioned why (evryone typing 'wHatS Up WiTH Our KeeP GuyZ) so I investigated. A condi druid with this rune ofc stayed hidden there and didnt allow for the waypoint to be used. I died initially when i faced them, but you understand a pattern after a fight. You can always listen when they are placing down traps. You must have to bait them the opposite way. Just because they have stealth it doesnt have to be an issue, but I was surprised by how easily they abused this by spamming 3 traps and trying to knock me from behind into them. Creative gameplay, but it can ultimately be countered. I was a spellbreaker on roaming build btw. > > > > But next Thief espec getting traps??? lmaoooo > > Thief had traps before Preparations and they got nerfed when they had a hilarious but infuriating build called Ghost Trapper, and that build used trapper runes. Oh right, I forgot! Totally mixed up preparations with traps. So yeah...the nightmare already existed XDD
  7. > @"Dadnir.5038" said: > > @"Grand Marshal.4098" said: > > So Staff used as a spear in land just so Anet doesnt have to code the actual spear as a land weapon? Sounds like something cheap they can pull. But not martial arts staff. Revenant and Daredevil already give off that vibe with how they swing the staff. > > If they are able to create effect on the necro staff that make it look like a scythe when using a skill, they can create effects on warrior staff to make it look like whatever they want. Imo, it could even be interesting visually, the warrior shaping the tip of it's staff with each skill (A sword edge for a slash, a spear tip for a thrust, a hammer head for a bash... etc.), it would certainly give a different vibe than revenant and dardevil's staff. Veri interesting idea! I would not mind that at all! A more magically inclined warrior using staff to create a set of polearms without them having to exist! This would mix very well with my 'demonslayer' spec i Had in mind which has some access to magic like demon-hunters from wow. Actually any idea can work with this variant of a weapon. Some choreography in the animations would be appreciated (and I think this is what most people want wehn they speak of staff warrio, but they describe it like Daredevil). Anyway, how would you change adrenaline for a new spec? The only interesting change I've come up with is 3 different bursts (animation and effects) that if carried out as a combo give some reward to the player. And with such a weapon, it would make sense.
  8. Warrior main here. Squad fight in EotM yesterday, us spellbreakers place the bubbles next to each other forming a 'wall'. The enemy has no means of moving unless moving through it. Total domination. We can't get interrupted while using the bubble (we can while casting, but its a lesser time frame) and we can move and use other skills to survive in the meantime. I played those fights to see how effective the bubble would be and it's actually the same if not better than before.
  9. > @"Dadnir.5038" said: > > @"Grand Marshal.4098" said: > > > @"phokus.8934" said: > > > Off-hand weapons won’t be main-hand and two-handed weapons won’t be dual wielded. > > > > > > What are peoples fascination with this ridiculous concept? > > > > I agree. When I see people requesting double hammer warrior, or double gs etc, I get dissapointed cause it is utterly stupid and as a warrior main I would never touch the spec. > > > > But I'm also not fond of 'pistolier' warrior or 'staff' warrior. Where's peoples' creativity? That's Thief and Daredevil already... But i respect everyone's opinion in the end. > > The issue with warrior is that he already got a lot of weapons. Apart from shortbow, focus, scepter, pistol and staff there is no option left. Focus and scepter feel unlikely and it seem that subcousciously nobody want shortbow. Staff is a way for players that root for polearm to get a substitute while pistol just feel "right" (which is probably charr's propaganda since their army heavily invest into technology). So Staff used as a spear in land just so Anet doesnt have to code the actual spear as a land weapon? Sounds like something cheap they can pull. But not martial arts staff. Revenant and Daredevil already give off that vibe with how they swing the staff.
  10. Abyss Stalker is from my understanding a Canthan easter egg. Why you may ask? 1) It clearly reminds us (or at least me) of Kanaxai, the demon from Cantha who lived in the depths of the Jade Sea when it was frozen. 2) The depths = abyss 3) Stalker, commonly associated with stealth. Who was Kanaxai master of? The Oni. The demon assassins! https://wiki.guildwars.com/images/a/a0/%22Monster%22_concept_art_5b.jpg So it is both cool to see and an interesting outfit.
  11. our keep on Eb was tagged all the time and ofc no one even questioned why (evryone typing 'wHatS Up WiTH Our KeeP GuyZ) so I investigated. A condi druid with this rune ofc stayed hidden there and didnt allow for the waypoint to be used. I died initially when i faced them, but you understand a pattern after a fight. You can always listen when they are placing down traps. You must have to bait them the opposite way. Just because they have stealth it doesnt have to be an issue, but I was surprised by how easily they abused this by spamming 3 traps and trying to knock me from behind into them. Creative gameplay, but it can ultimately be countered. I was a spellbreaker on roaming build btw. But next Thief espec getting traps??? lmaoooo
  12. > @"phokus.8934" said: > Off-hand weapons won’t be main-hand and two-handed weapons won’t be dual wielded. > > What are peoples fascination with this ridiculous concept? I agree. When I see people requesting double hammer warrior, or double gs etc, I get dissapointed cause it is utterly stupid and as a warrior main I would never touch the spec. But I'm also not fond of 'pistolier' warrior or 'staff' warrior. Where's peoples' creativity? That's Thief and Daredevil already... But i respect everyone's opinion in the end.
  13. Since we are talking about the charr let me just say how utterly dissapointed I am with how Smodur's death was handled. Not even a bit of info about what happens with the Iron Legion after the seemingly unimpactful death of by far the most prominent Imperator in our story! Not to mention that Charr characters live in the Black Citadel the HQ of the Iron Legion and Smodur has always been our Imperator in command (despite Legion loyalty)!!!! The story team puts effort, but they still screw it up with explaining the actual consequences of our/the characters' actiosn in the story, unless an Elder Dragon who "WilL DesTrOy THe WorLD".
  14. > @"Smoosh.2718" said: > Banners to give boons needs to be a thing... I agree. Either a specific boon like regen when traited (swiftness when picked up) or unique boons for each banner for example: Defense=protection, discipline=fury, strength=might and concentration=regen
  15. As a warrior main, I got my Marauder gear, with Berserker amulets and weapons, running Greatsword and Axe/Shield for all 3 of my roaming power specs of Spellbreaker, Core and Berserker. In order to save my utilities for an gap closing, offensive and stun break capabilties, I found out that Rune of the Warrior (kinda expensive I know), can be a better option. Overall increase in vitality and toughness, with a decrease on weapon swapping, which is how you manage conditions in this condition meta. 2 sigils of cleansing, discipline traits 2, 3 , 3 and you have a very potent warrior. Weapon swapping can be used defensively since you can utilize it per 4 seconds, removing 1 condition in edfault and another 3 with your rune. Of course this setup still needs resistance and mass cleanses, since condi rev and scourgesimply reapply the conditions, however it makes your gameplay far more viable. I also enjoy using energy sigils for my endurance, or stun duration sigils for my shields. All this to help with the condi management and evading condi fields. Finally, I propose for this rune because it is not only focused in condition (more vitality means more chances to survive the bomb) but it provides necessary toughness which can be a game changer for when fighting power S/D Daredevils or Rangers.
  16. > @"SpellOfIniquity.1780" said: > I'm just sick of them because they're getting more and more popular and it is complete ape tier build. I feel pretty well the same about it as I do Signet core Necro and Condi Spellbreaker- it's only a problem in 1v1's so I doubt if it will be receiving nerfs any time soon. > > Said build(s) are of very little presence in team fights other than having enough durability to be good revive bots for their downed teammates. But they are so horrendously tanky and sustainable that they can kill the majority of builds in 1v1's just due to sheer attrition and nothing else. > > I'm not as annoyed by Immob Druid as OP, but I do agree that they're obnoxious, and Immobilize as a Condition needs to have some balancing reviews. > For Druid specifically, I think Ancient Seeds needs to be reworked in to something more valuable and less annoying. Either completely rework it or change it such that the Immobilize _only procs when the Ranger player delivers the CC._ Right now, Ancient Seeds will proc as long as the Ranger is hitting someone(s) that is CC'd regardless of whether they or their pet delivered that CC. That's why Barrage on a group can be such a pain when coming from a Druid. > > Also, I recommend having some Rune of the Revenant on hand for fighting this build. Use heal -> gain Resistance -> lol Immob. Can't Immob you again after you cleanse it if you're immune to it. Warrior main here. What is a condi spellbreaker? Pls enlighten me. I've heard of condi berserker but spb? Some new build?
  17. Frankly for me a demon-hunter (like wow) warrior would do it. More magically inclined, dedicated individuals battling the Oni and Kanaxai's remaining demons that are now probably outside of the Jade Sea. Focus could work and scepter maybe as well, but Im still trying to figure out the perfect spot between a warrior and necro/mallyx-like abilities. So awarrior that can counter basically stealthy enemies, fast targets, whereas berserker counters high health pools/high defense enemies (overwhelming dps) and spellbreaker is meant to be the anti-scholar class. So a warrior that will counter rangers/engis/thiefs could work out well. As for the name a clishe **DEMONSLAYER** anet pls Greataxe weapon :p Something random but the Abyss Stalker outfit rly reminds me of the Kanaxai concept art huh.
  18. > @"Lan Deathrider.5910" said: > Protection on Outrage + RR would be great physical damage reduction, but it would be very short lived and Berserker's big issue is staying power. This is the kind of think that it needs for the kind of role we want it to have @"Vancho.8750". If 2s base 3s in Berserk Mode is too high for you why not just keep it 2s. Maybe add in if you are in Berserk Mode gain Resistance for 1s. Short durations for obvious reasons. > > **Outrage:** In addition to its current effects grant Protection for 2s if you break a stun. If you are in Berserk Mode gain Resistance for 1s when you break a stun in addition to 2s of Protection. > > That said it may be better to shove the Protection and Resistance into Eternal Champion in place of the stability and might. Thoughts on that? It would create a very durable option for the spec, but would be contingent on breaking stuns and not be something that you preemptively cast. > > FNP on each rage skill for 1s each may or may not be too much. I can see someone pulling mace/shield + X/sword for an extra 7s of block uptime. It may be enough to perma block+physical invulnerability. So, bad idea. > > Why not gain Feel No Pain from Savage Instinct when you leave Berserk Mode as well? That would mesh rather well with Dead or Alive. I can see it added to when you use a heal skill or elite skill. You know, I don't think we have any traits that key off of when you use an elite skill specifically. > > **Savage Instinct:** Gain Feel No Pain for 2s when entering or leaving Berserk Mode or when you use an elite skill. Berserk Mode now breaks Stuns. > > Savage Instinct gives the stunbreak now btw @"Grand Marshal.4098". I think Berserker is the only class that can have 5 stunbreaks on the bar, one of which being an ammo skill with three more via traits though two of those have 300s CDs now. > > Retaliation certainly fits the theme of Shattering Blow... Lets say a 1s block since 2s seems too long but 1/2s is too short. Flip over to end it early, if it lasts its full duration it does the current effects and grants Retaliation for 2s, if you end it early it deals more damage and bleed and grants 3s of retaliation. Double damage and bleed on activate may be too much though. That would be 8 stacks of bleeding. How about 50% more? > > **Shattering Blow:** As it is now, but with a 1s Rock Guard. Option to activate the attack early for 1.5 scaling instead of 1.0 scaling and 6 stacks of bleed instead of 4. Grants Retaliation for 2s if the block lasts its full duration, 3s if it is activated early. > > Dead or Alive... Let me see if I am getting what you want right @"Vancho.8750". > > **Dead or Alive:** If you take a fatal blow while in Berserk Mode, leave Berserk Mode and heal for 5220 (0.04). While in Berserk Mode gain 2% of you HP as barrier when hit, While out of Berserk Mode gain 1% of you HP as barrier when hit. > > I'm removing the gaining 10% more healing from that version. 2% of HP when struck as barrier would be at most 900 barrier realistically in WvW. Far less in PvP. A glass cannon build taking the trait would get 390 barrier in Berserk Mode. This would probably need an ICD of some sort to be honest Vancho, something like a 1s ICD, But does that capture your idea? **Outrage** : I don't mind it if it simply retains a protection effect. But a source of resistance would be cool as well! Which boils down to Eternal Champion. I don't think they will ever change the trait as a whole, but if they replaced stab and might for protection and resistance it would be far more sustainable. Then again we are left with a subpar Outrage yet again. Assuming we don't change the trait, Protection + adrenaline sounds good enough. Durations as mentioned. CD as well. **Shattering Blow** : I just played a custom build with this skill. We were forcing the enemy back at their spawn in EB (red side). I noticed that most of the times the block didn't proc. Like at all. The only succesful blocks were against Rangers who pressed longbow 2 or 5 and thus give me enough time to activate the skill and get something out of it. But in this instance it provides no ranged advantage. So I used it defensively most of the time. Therefore I still feel that 1.5 sec if not 2 sec fits it better. But that's me. I simply believe that as a skill it needs to make me wanna equip it even if I don't use it's active effect on my own. Furthermore your block stays there, so you can run off behind, with it's active procing anyway, but if you dont remain near, you sole the possibly high dmg output. Agree on Retal duration and yes, 50% dmg increase for the skill if used early is more balanced. **Savage Instinct** : How about refreshing it upon manually refreshing our primal burst? So enter berserk, leaver berserk (f2), Blood reckoning and head butt. Head Butt will not grant FNP if berserk is on CD or not activated. **Dead or Alive** : Maybe instead of getting hit for barrier, leaving Berserk mode manually grants some barrier? like half what warhorn 5 provides (basically a traited vigorous shout heal, but barrier). Basically your defense mechanism for not when using Berserk and have access to FNP. Ending Berserk mode manually grants 940 Barrier, but when receiving a lethal blow and forced out of berserk heal (the heal you mentioned) and gain 1,240 barrier. CD of 12 seconds? It is not much barrier to cleave through anyway.
  19. I believe that Retal on Outrage would bear too many similarities with Spellbreaker skills. Maybe you are correct on Protection being too much, but one would not always pick Rousing Resilience just for the sake of a single skill, right? The idea was 2 sec Protection in default and 3 sec Protection while in Berserk. There is no real way to maintain an upkeep on Protection, so it doesn't neccessarily make you invnincible. Not as much as Feel Not Pain per Rage skill activation (although we still need to find a way to refresh Savage Instinct, probably only via Blood Reckoning and/or Head Butt). As for Eternal Champion, first the tooltip for Rage skills needs to update whenever the trait is pickued and mention that stab and might proc in stunbreaks. With no stun breaks other than **Outrage** and **Head Butt**, the potential this grandmaster wields is arguably subpar. Which was the whole reason **Outrage** should offer something more. You can ignore Eternal Champion all together and go for a classic stance build and be over with (**Defy Pain**, **Berserker's Stance** and **Balanced Stance**) which is 2 stunbreaks as utilities, pulsing stability, pulsing resistance, pulsing adrenaline and damage mitigation! Granted you can always pick outrage and something else, but it is just too unusable and even if I would love for it to give back a % of adrenalin, I better sacrifice a stun break that needs to be traited (assuming I am not already covered with Might from Forceful Greatsword) for Resistance + Adrenalin. Retal would work with **Shattering Blow** though. 1/2 sec is not enough to proc it rn (and genuinely I am not even sure if it counts as blocking or a counter), but a flip skill that can function as both will allow for a drastic insrease in gameplay potential! Retaliation can proc only when traited with Defense, but it will be there. My view on these 2 skills, is that they need to contrast **Featherfoot Grace** , a major source of Resistance + Superspeed + Stunbreak on a class with innate counter to both power and condi gameplay, and **Imminent Threat** , Retaliation + Taunt + Adrenaline. So **Outrage** contrasts Featherfoot and **Shattering Blow** Imminent. The block can always be lower, but I believe 2.25 sec is a good bargain for Berserker who has no full counter. And of course addressing the elephant in the room, Full Counter is leagues superior and more effective than Feel No Pain. It Even pulses Protection if traited, so I see no issue with Berserker having 2 abilities at least on par with Spellbreaker as a defense (if we say that core skills count as Core Warrior skills).
  20. I understand what you mean about Shattering Blow, but honestly 2 seconds of block from a specific angle doesnt seem too big of an issue, when current riposte lasts 3 seconds. What I had in mind with the flippable skill is mostly affiliated with minor team support and a skill for Berserker which can get you out of trouble without utilizing either movement or other blocking skills. And if you want you cancel the block and have that 'reaction' you speak off! So a defensive skill which can get the ground ready for your burst, but can also allow you to escape a deathblow. This skill could give you just enough time to reactivate Berserk or kite away. Current Shattering Blow barely blocks anything. And if you lag (I do a lot) you may end up not blocking anything. So given it's range as a skill, I personally believe that it should function more defensively.
  21. People seriously treating open world mobs like Raid Bosses...ok I am a solo player and I do not share the same issues on 'difficulty'. No mob is as unpredictable as an enemy player and when swarmed it is usually up on you for staying somewhere for too long. Learn to dissengage. All opinions matter, but this topic is kinda stupid to begin with (discussing about mob difficulty in PvE that is)...
  22. > @"Sobx.1758" said: > > @"Vancho.8750" said: > > The idea is to bring Berserker as a Bruiser Roamer for pvp instead of just sidenoder we already have Spellbreaker for that. So it is in line with Soulbeast roamer build or holo where it can do little bit of everything but generally not as good as full blown teamfighter or sidenoder( decap shenanigans and all of that). > > I have pretty much a single, but a rather major (from my point of view) issue with that and that's the fact that berserker -both thematically and mechanically- seems to be literally the least fitting spec for a warrior "bruiser" build. Isn't this what core/spb aim for much more than the berk espec? It's basically trying to change berserker into something that warrior already has, isn't it? TBH I always saw Berserker as a warrior toned up to 11. And I believe many more do so as well. So unlike Spellbreaker, I think Berserker has no issue imitating Core Warrior in that aspect. Which would ultimately be the tradeoff. Berserker as a spec with it's skills being more vulnerable to condi > But Warrior (core traits and skills) cannot reach that level of power Berserker wields Which ultimately would not underwhelm Core Warrior, even if the case usually is that Especs are always superior to their core variant.
  23. Well here vomes the big question tho. Cleansing Ire or Rousing Resilience? 2 equally good grandmasters, but what do you use more? For Berserker at least.
  24. > @"Lan Deathrider.5910" said: > > @"Grand Marshal.4098" said: > > If I were to advocate for some minor changes, it would affect Rage skills, since they are not being used by anyone is WvW (can't speak for PvP currently), as their utilities are rather subpar when compared to other warrior skills. > First of all thanks for commenting! > > * Outrage: A 20 sec CD on a stunbreak is a rather tempting choice. However it's just that. No one would prefer to use this skill instead of our other stun breaks which offer at least 1 more utility, be it dmg ignorance, stability, quickness, might, swiftness. I would propose for Outrage to function as the defensive skill it is meant to be and offer Protection for 3 seconds on activation, with an increased CD of 23 seconds to compensate. Warrior has no other means of granting themselves with Protection and it thematically ties into the Berserker for the toughness loss (unless traited). > I see no reason to increase the CD to be honest. It can be traited to provide Stability and Might on a successful stunbreak. I like the protection idea. Why not a 2s buff outside of Berserk Mode and 4s if within Berserk Mode? > > * Shattering Blow: The skill's effects may remain the same, as well as its CD, however, again with Outrage, I believe it needs a rework on it's defensive capabilities. Namely, a 'flippable' skill. Summon Rock Guard blocking/deflecting (if traited with Shield Master in the defense line, or maybe passively not sure) all inc attacks for 2.25 seconds in front of you (a 180 degree guard) and have the option to shatter the Rock Guard immediately for double dmg values (4 stacks of bleed, double dmg). Upon the end of the blocking period, the active effect triggers, with it's normal values. The player has 2 stability while using the Rock Guard, with the boon being applied for 3 seconds instead of 2 and it's also a stun break. > I like this concept as well. Why not a frontal guard, not 180 as that would be too wide but something like a 120 degree cone, that blocks for 2.25s at the end it does its normal values as you say, but can be ended early as you suggest for double the effects? I would say that the stab would have to come with the attack not the channel, putting stab on the channel period would be too strong. > > * Wild Blow: An increase in range is required for this one. Meele combat can be extremely challenging to pull when enemies can surround themselves with fields of death. Therefore Wild Blow would get a 25 sec CD in exchange for 5 stacks of Might on top of Fury, while changing the original animation into a 400 range Leap. The might can synergize nicely with the 2nd Grandmaster of the strength traitline. Finally it's 100% Critical Chance Increase should last for the next 3 seconds as some form of unique boon, which could synergize well with the Rage Heal (see below). > I agree on a small leap. Not sure the extra might helps it at all. Forceful Greatsword will be generating the might for you with the 100% critical chance, no need to add more. > > * Sundering Leap: I can certainly see why the didn't choose to follow the Blast Finisher idea, when Stomp is already a skill. Even so stun would be a good addition to this skill since we are locked into an animation after performing said skill, which can cost the character their life. Increase CD to 30 sec and remove the Cripple effect in exchange for 2 sec of stun/daze. And unlike stomp which launches the enemies away, the warrior is in position to carry out follow up attacks before the enemy recovers from the stun. > Change it to a 2s daze so the original damage can stay. Making it into a stun would mean it loses its damage. Other than that it could use a longer distance leap in my opinion. > > * Head Butt: Increase range to 450 and attack speed by 25%. Increase CD to 25sec. A very difficult skill to land since a simple blind cancels it, and the animation is well known by experienced players who evade in time. Another possible change would be the refresh of Berserk CD without granting adrenaline (So when Berserk is ready you can attck immediately, but when it recharges you can sacrifice the elite to end the cooldown more quickly). > I think increasing the speed of the leap would be enough. Keep the Adrenaline gain as it helps pump out more bursts. Add in the Berserk Mode CD reduction for reasons mentioned ad nauseam by all warriors since the Berserker rework. > > * Blood Reckoning: This is a doubled edged knife heal in roaming situations. The Base Heal is too low for sustain and as a skill it is used only to deliver damage bursts. With the character not being able to do so all the time, I believe that Savage Instinct should apply 'Feel No Pain' on the heal for 1 second upon activation, to ensure that it at least provides the Base heal, which should be increased to 4,000, which is still less than 20% off most warriors' health. > I'd prefer that Savage Instinct apply again when you hit with a Primal Burst, but that would be too much. That said Savage Instinct could also apply to when using Rage skills in general. > > So: > Savage Instinct: > Gain Feel No Pain for 2s when entering Berserk Mode. Berserk Mode now breaks stuns. > Gain Feel No Pain for 1s when using a Rage skill. > This effect does not stack. > > This way you get what you want, but we also address the issue of Berserker's inherent, and very unfair and imbalanced squishiness. This effect would not stack, it would simply apply the new duration over the old one. > > I don't believe that what i have described counts a a major buff, rather a better utilization of what the class can already offer, so I stand to be corrected. > > The Rock Guard, Sundering Leap, and Savage Instinct changes would all be major buffs, but they may actually make Berserker more viable in the long run. > > 1) I like the Outrage idea for more protection uptime while in Berserk! Perhaps we can maintain the current CD. 2) I agree again. Since it would be a stunbreak, Stability after casting would be more beneficial since we dont block anymore and more fair since we can get interrupted while Blocking (outside the cone). 3)Good point. I tried to make it more usable, but I guess there are more ways. How about inflicting weakness to make it go with Cull of the Weak, or Retaliation since we go on the offensive after using it? Or a burst of Superspeed? I just think it needs something more. 4)Agreed! I had in mind this skill as Berserker's "Bull's Charge" in offering mobility and stun without dispotitioning the target. Maybe 900 Range accordingly? And a 1/4 sec evade frame? But we gotta maintain the damage yes. 5)Agreed again. I just think that some extra range makes it easier to land. I guess it is situational. 6)So similarly to Gyros providing Superspeed? As in all skills offer it, but each new cast cancels the previous Superspeed apply, but with Feel No Pain this time. Of course i can work without Savage Instinct in all Rage skills if it is going to be regarded as a buff, but Rock Guard and the Leap would be too minor changes to call this an OP class after the 'hypothetical' changes. Mind that we didnt talk about condi removal at all, only flat and total damage negates/modifiers. Introducing resistance and or cleanse upon going Berserk would end up a bit more op than intended. Although i dance with the idea of cleansing 3 conditions upon entering and leaving Berserk mode (no need for discipline, and more use out of an F2 skill that drops berserk). Thanks for replying to me :)
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