ArenaNet talk:Skill feedback/Warrior/resolved Hammer mastery

=Crude Swing= And that'll accomplish what, exactly? No other hammer elites are worth taking in PvE. --164.47.99.222 16:40, 8 May 2008 (UTC)
 * pretty much. Good summary of the issue, but it is irremediable. Hammers are meant for pvp, period. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  17:46, 8 May 2008 (UTC)
 * It would make earthshaker better in PVE, which is the only place you'll be using it unless fighting smiteball. Right now there is no reason to not run a shield on a warrior because ursan> earthshaker durability wise and the knockdown is surefire even when blinded/hexed. --Life Infusion &laquo;T&raquo; 04:03, 9 May 2008 (UTC)
 * removing the -40 seems like the best idea so far... Adding in some extra adrenaline gain would be cool, since hammers aren't used in PvE because they are slow, lack the use of a shield, and the skills cost too much energy/adren to be used frequentely. this skill could use more damge if you decide to keep the -40, or if not give it some other benefits such as adrenaline/energy gain or even DW. --The preceding unsigned comment was added by User:Sethstijn (talk).

You guys must be joking
Seriously. -40 armour on a warrior makes him a paper mache? Just how much damage do you expect to take in less than 2 seconds? An Earthshaker-Crude Swing-Whirlwind warrior bar is the most useful bar a warrior can take in PvE and don't tell me that you die because you don't (unless the people or heroes you're playing have terribaed bars or just suck), I've ran the Earthshaker bar in plenty of HM areas and I rarely die (except when I'm being attacked by like 10 monsters at once, in which case the extra armour wouldn't have saved me anyway). You guys are deluding yourself if you think hammers aren't used in PvE, as far as HM is concerned a hammer is the best weapon a warrior can run simply because of Earthshaker b.r // talk  11:27, 6 January 2009 (UTC)

=Enraged Smash= I like Edi's idea. Perfectly balanced, though you might want to give a 5 energy cost. I'd take SoJ over that. NUKLEAR  IIV  19:07, 22 April 2008 (UTC)
 * Edi's idea isn't bad but the recharge should be 15 seconds so that it doesn't become knockdown spam for rangers.
 * It's an elite, so if a ranger takes that, he can't take escape of RaO. I'm okay with 12 seconds recharge. -- NUKLEAR  [[Image:User NuclearVII signature 3.jpg|19x19px]] IIV  11:19, 24 July 2008 (UTC)
 * The ranger can still use Storm Chaser or Run As One.
 * This or that no warrior'd take it in PvE since there's CLub of a thousand bears. Yes, PvE actually exists! Noctarch 03:41, 1 September 2008 (UTC)
 * Okay so rangers won't use it in high-end PvP, but people in low end PvP will QQ about getting knocked down every 12 seconds for 4 energy.

=Magehunter's Smash=

Skye Marin's Discussion
Yeah, changing to cannot be blocked by enchanted foes (or adding that clause) would make this a *lot* more useful. -- Armond Warblade 05:12, 20 February 2008 (UTC)


 * As much as I hate blockway, a KD that can't be blocked seems really...well, gay. I guess it's worth trying out tho. Nice suggestion. ~Shard (talk / Nerf List) 05:51, 20 February 2008 (UTC)


 * All warriors carry one, else they carry enchantment removal. Then again, that's axe warriors. -- Armond Warblade[[Image:User Armond sig image.png]] 06:17, 20 February 2008 (UTC)
 * If not that, then at least make it kd enchanted foes but be unblockable.--Ryudo 18:22, 20 February 2008 (UTC)


 * It would basically be the new Grenth's avatar with a hammer or simply a shock warrior. I think having it knockdown regardless of whether the target is enchanted would be a good idea. It would basically make this Devastating Hammer without fueling Heavy Blow knockdown and make Hammers more viable outside of knockdown chains as a result (since this is cheap adrenaline wise). Hammer warriors are rare outside of knockdown chains because of Shock's ability to go through missing/blocking/blind and having this be unblockable would make it less of a gamble to run hammer. --Life Infusion &laquo;T&raquo; 01:49, 25 February 2008 (UTC)
 * It occurred to me that upping the adrenaline to 6 and making it always knockdown would make it inline with Hammer Bash on thumpers (mainly since it is the only adrenaline skill they use. This means 5 adrenaline unconditional knockdown for an elite slot isn't overpowered at all since you don't have pet DPS and Bestial Mauling. --Life Infusion &laquo;T&raquo; 03:14, 25 February 2008 (UTC)

This was buffed like it was asked here and is now very popular, thanks Izzy! Dark Morphon  (contribs)  07:58, 10 March 2008 (UTC)

Current 8 adrenaline Requirement
I added a suggestion to add adrenaline when it hits an enchanted enemy. That way it is a long adrenaline charged, no damage/condition/AOE bonus effect on regular enemies, but against enemies that choose to enchant themselves it can be used more often. I think +1 or +2 adrenaline would be alright, making it closer to its low-adrenaline cost when hunting mages. This would make it a decent choice between Devastating Hammer and Magehunter Smash, since Devastating Hammer is 7 adrenaline and causes weakness, but can be blocked, while Magehunter would be inferior to Devastating Hammer against unenchanted opponents, but slightly better when fighting enchanted enemies. Alternatively, I'd like to hear opinions on decreating the adrenaline cost to 7, and adding +1 adrenaline when striking enchanted opponents. Then it would be like slightly weaker than devastating hammer in some situations, but effectively a 6 adrenaline knockdown against enchanted enemies. - Elder Angelus 19:57, 15 May 2008 (UTC)