Feedback:User/Cinnamongod/Warrior's Primary Attribute Inherent Effect Change

My suggestions

 * Change a Warriors primary inherent attribute to “With every point in Strength you gain 0.5 Strikes of Adrenaline whenever a creature dies” ( Explanations 1 and 2 below )


 * I would remove the the loss of 1 strike of adrenaline per skill after use of an adrenaline skill. ( Explanations 3 below )


 * I would change the 25 seconds loss of adrenaline while not in combat to a gradual loss over time with total loss occurring over something like 60 seconds. ( Explanations 3 below )


 * I would increase the adrenaline cap per skill to around 200% of the skills adrenaline requirement. ( Explanations 4 below )


 * Give the Warrior 3 pips of energy regeneration or change one of the duplicate skills ( like Leviathan’s Sweep ) to “ For 5...29...35 Seconds all equipped energy skills will now use adrenaline instead“ make skill, Core, Strength, Requirement 5 energy and 30 second recharge ( mimicking Warrior's Endurance ).

1. The Warriors primary attribute seems to me to be the only one of any class that can be outdone by other classes. This gives the Warrior no special advantage but all other classes do get a special advantage with their primary attributes. An elementalist using air magic spells with 25% armor penetration has a higher base AP then the warrior with 12 points in Strength and +4 in strength runes in their armor. The highest a warrior can get their AP with this set-up is 16% this is 9% less than the Ele. Skills that the Warrior would use like Penetrating Chop or Penetrating Blow effectively negate the Warrior Primary attribute benefit. Prefix upgrades like the “AP 20%...Chance 20%” don't add much to this problem either considering that they are only effective 1 out of every 5 swings. This only adds about 4% AP on average getting 16 AP to 20 AP still under the Ele's 25% AP. This matches the skills Penetrating Chop and Penetrating Blow 20% AP only effectively giving them a very small 4% AP benefit a percentage of the time. The weapon spell Sundering Weapon which gives 10% AP and cracked armor for 5 – 20 seconds illustrates just how the warrior gets robbed. The warrior would only gets the benefit of the cracked armor because the 10% AP is less than the 16% AP and they do not stack together. This is unfair as other classes, especially melee classes, will get the 10% AP as an additional benefit.

2. I would like to see a change in the Warriors primary attributes inherent effect. 1% AP per rank in Strength doesn't seem to compare to the benefits of other classes primary attributes inherent effects. I would like to see it changed to something like “With every point in Strength you gain 0.5 Strikes of Adrenaline whenever a creature dies”. This would create a reward effect based on the success of your party which would make the warrior more effective. The more the party kills the more the warrior can kill.

3. There is a conflict between the way a warriors adrenaline functions and the way energy functions. A Warrior needs to run into the next group asap because their adrenaline will disappear if they don’t but the Monks, Eles and other energy dependent classes have to take a break to recharge their energy before the next group. This creates either much less effective energy classes if they run in with the warrior or a dead warrior if they don't making the Warrior a burden either way. A warrior should complement the party not hinder it. In my experience for the warrior to be more of an asset to their group I would have to run the elite “Warrior's Endurance” in order to effectively run an energy build. Warrior's Endurance has become basically my only option because adrenaline functions poorly and good adrenaline skills are hard to find.

4. Creating a 200% adrenaline cap on adrenaline skills would give the ability for a character to use the skill twice if fully maxed. The ability to use the skill twice in succession would help offset the generally poor amount of damage these skills tend to do. It would also give the ability to have a second chance of using the skill if interrupted the first time if adrenaline was maxed. It would also create a buffer for areas where foes reduce adrenaline gain giving the warrior a better chance to get through the group without being quickly shut down. It would also give the ability for a Warrior to create a combo effect on 2 foes instead of just one in a similar amount of time ( Ex. Bleeding then Deep Wound).

5. One of the Warriors biggest problems is energy regeneration ( 2 pips ). Many classes are much more versatile especially with secondary professions because they have 4 pips of energy regeneration. Increasing the warriors energy regeneration seems to be desperately needed to level the playing field. The other option to this is to create a skill that will allow the warrior to take advantage of adrenaline ( if fixed properly ) to make up for the lack of energy regeneration. This would allow the Warrior to more effectively use secondary professions and once again become a desired asset to a party.

Cinnamongod 08:57, 17 March 2011 (UTC)