ArenaNet:Skill feedback/Warrior/Defy Pain

Trixxy's Issue -- 01:53, 07 December 2008 (UTC)
Fine in PvE, but at the moment terribly over used and abused in PvP. The high HP, damage reduction when used together with self healing and a warriors already high armor rating make warriors who use this almost imposible to kill in PvP.

PvP immortality is lame and brainless.

Currently Defy pain is a skill with instant activation time and it requires only 5 adrenaline to activate and lasts for 20 seconds after that, so there is no way to prevent it. Knowing how quick a warrior can gain adrenaline, once the Defy Pain gets going, it wont stop for a really long time. My suggestion is not to change the function of the skill but to give it just a slight openning in PvP such as an activation time of up to 2 seconds to allow for interupts and/or a recharge timer of 30 seconds. This way the skill can still function the same way in PvP but users will be required to do a little thinking when using builds that rely on this skill such as being wary of possible interupters in the area and/or when would be the best time to activate it if it cannot be maintained.

Life Infusion's Issue -- 00:50, 2 March 2008 (UTC)
Discussion
 * Issue
 * having extra health is not that great when you lose it and get a large HP deficit. (That's why Vital Boon is about the only +max health skill that is used.
 * +20 armor is not worth it and it is not for PvP


 * Suggestion 1 (general PVP Warrior oriented)
 * Defy pain. For most skills "Pain" = deep wound.
 * For 5...13...15 seconds you cannot be knocked down or interrupted and gain immunity to deepwound. Whenever you take more than 60 damage, you gain 1 strike of adrenaline and 8 seconds of +4 health regeneration. (5 adrenaline)

It's not a stance so it can be used with Frenzy. The interruption part is so that Clumsiness doesn't kill you (Ineptitude still works since it doesn't interrupt). Regardless, it is hard to think of something useful for damage when it is made to be a defensive skill.
 * Suggestion 2 (Split warrior oriented)
 * Gain immunity to bleeding and deepwound. (since warriors should be the ones resistant the most to the conditions they inflict easily.) Originally I went for +3 health regen while bleeding and +20% health and healing but that would make the description too complicated. (You're defying bleeding and wounds)
 * Don't suffer extra damage from critical hits. (You're defying extra pain.)
 * Cripple and weakness remain as strong physical counters, so slight resistance to cripple could be added as well (half effects of cripple = 25% slower, since full immunity would be imbalanced).
 * block chance wouldn't fit the theme of the name. Neither would any form of health gain and Knockdown should not be considered as one of the resistances since it is only a hammer warrior specialty.

resulting in: "You gain 5...13...15 seconds of +1...4...5 health regeneration, immunity to deepwound and bleeding, +25% movement speed while crippled, and do not take extra damage from critical hits. " (5 energy, 12 recharge) This way it would be viable for PvP splits and people that love mending might stop using mending. Health regen and -50% effectiveness of cripple would help with cripshot rangers.
 * Suggestion 3 (a more PvE oriented use)
 * "For 5...13...15 seconds you gain +2 health regeneration, take 20 less damage from spells while attacking, and are immune to deepwound." (5 energy, 3/4 cast, 12 recharge) [inspired by Kanaxai Aspect of Pain and Dreadful Pain]

Kind of shielding hands + watchful spirit with deepwound immunity. This is one way to keep it a defense skill without going the armor or percent of normal damage route. Giving warriors more damage absorption might be over the top, but this is an elite.

Edi's Issue -- Edi
Defensive elite on a Warrior is a mistake (except PvE maybe). Need to be reworked.
 * Issue
 * Suggestion
 * 6[[Image:tango-adrenaline.png]] Elite skill. If you are below 50..75...85 % Health, for 12 seconds your attacks deal 5..14..17 more damage and you gain 10 armor.

Enar's Issue
 Issue : Weak and lasts too less to be reapplyed. but.

Suggestion:
 * Make it gain +45...129...150 Hp if it Ends. 15 Seconds 5 Adrenaline  ~Enar.   hello.  21:36, 28 March 2008 (UTC)

Worse than most non-elite skills

 * Issue
 * Even if it was un-elited I wouldn't use it.


 * Suggestion
 * Needs an aggressive buff. Increase duration to 20 seconds, increase armor to 10...34...42, add 1...5...6 health regeneration while below half health.