Feedback:User/Raine Valen/Skill suggestions/Warrior/Strength

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"Coward!" "Coward!"[edit]

Current:[edit]

Proposed:[edit]

4 Adrenaline4 Recharge time Elite Shout. Causes knock-down and recharges 0...6...8 (maximum 4) seconds faster. No effect unless target foe is moving.


Added drawback for failure.


"Fear Me!" "Fear Me!"[edit]

Current:[edit]

Proposed:[edit]

4 Adrenaline4 Recharge time Shout. (1...12...15 second[s].) You have +5...25...30% chance of a critical hit with melee attacks against stationary foes. Initial effect: nearby foes lose 1...3...4 Energy.


This is a pretty straight-up offensive skill; moved it to Strength.


"I Meant to Do That!" "I Meant to Do That!"[edit]

Current:[edit]

5 Energy8 Recharge time Shout. You gain 1...4...5 strikes of adrenaline if you are knocked-down.

Proposed:[edit]

2 Adrenaline3 Recharge time Shout. (20 seconds.) Initial effect: Recharges your Warrior attack skills; gain 0...4...5 Energy for each skill recharged in this way. Ends and is disabled (7...5...4 seconds) if you knock down or interrupt a foe.


For when you miss Bull's.


"I Will Avenge You!" "I Will Avenge You!"[edit]

Current:[edit]

5 Energy45 Recharge time Shout. You have +3...6...7 Health regeneration and attack 25% faster (10 seconds for each dead ally).

Proposed:[edit]

8 Adrenaline1 Recharge time Shout. (3...9...10 seconds.) You attack 33% faster. Initial effect: gain 2...4...5 Adrenaline. No effect unless there is a dead party member in earshot.


Stronger for what it was supposed to be for, useless for IWAY.


"I Will Survive!" "I Will Survive!"[edit]

Current:[edit]

5 Energy30 Recharge time Shout. (5...10...11 seconds.) You have +3 Health regeneration for each condition on you.

Proposed:[edit]

5 Energy12 Recharge time Shout. (3 seconds.) You have +5...17...20 armor and 3...9...10 damage reduction. Lose all adrenaline.


Non-elite Defy Pain alternative.


"On Your Knees!" "On Your Knees!"[edit]

Current:[edit]

Proposed:[edit]

1 Adrenaline6 Recharge time Shout. (3...5...6 seconds.) Gain 0...2...3 Adrenaline if target foe is knocked down. Your attacks against knocked down foes have +33...59...66% chance to result in critical hits. End effect: lose all adrenaline.


Spike support (mostly for hammers).


"You Will Die!" "You Will Die!"[edit]

Current:[edit]

5 Energy15 Recharge time Shout. You gain 1...3...3 strike[s] of adrenaline. No effect unless target foe is under 50% Health.

Proposed:[edit]

5 Energy4 Recharge time Shout. (3...5...6 seconds.) Gain 0...2...3 Adrenaline if target foe is below 50% Health. Your attacks against foes below 50% Health have +33...59...66% chance to result in critical hits. End effect: lose all adrenaline.


Spike support (for everyone else).


Battle Rage Battle Rage[edit]

Current:[edit]

4 Adrenaline Elite Stance. (5...17...20 seconds.) You move 33% faster and gain double adrenaline from your attacks. Ends if you use any non-adrenal skills.

Proposed:[edit]

4 Adrenaline Elite Stance. (2...10...12 seconds.) You move 33% faster, attack 5...27...33% faster, and gain double adrenaline from your attacks. Ends if you use a skill.


No longer lets you train things epically (soz, iway). As a tradeoff, lets you build adrenaline lolfast.


Berserker Stance Berserker Stance[edit]

Current:[edit]

5 Energy20 Recharge time Stance. (5...10...11 seconds.) You attack 33% faster and gain 50% more adrenaline. Ends if you use a skill.

Proposed:[edit]

4 Adrenaline Stance. (4...9...10 seconds.) You attack 10% faster for each of your equipped adrenal skills (maximum 33% faster). You take double damage.


Plain Frenzy alternative.


Body Blow Body Blow[edit]

Current:[edit]

7 Adrenaline Melee Attack. Deals +10...34...40 damage. Inflicts Deep Wound (5...13...15 seconds) if target foe has Cracked Armor.

Proposed:[edit]

8 Adrenaline Melee Attack. Deals +5...29...35 damage. Gain 2 Adrenaline and 3...7...8 Energy if target foe has Cracked Armor.


There was really no reason or justification for "nonelite pre-nerf Eviscerate" or "lower-adrenaline second Executioner's Strike", so I raised the adrenaline, lowered the damage, and removed the Deep Wound.
It's still a good skill; it's just not a better damage skill than the traditional great damage skills in every situation. In a team where cracked armor is prevalent, this still has an edge over them.


Bull's Charge Bull's Charge[edit]

Current:[edit]

5 Energy20 Recharge time Elite Stance. (5...10...11 seconds.) You move 33% faster. Causes knock-down if you hit a moving foe in melee. Ends if you use a skill.

Proposed:[edit]

2 Adrenaline2 Recharge time Elite Stance. (1...5...6 seconds.) You move 50% faster. The next time you hit a moving foe with a melee attack skill, that foe is knocked down and you gain 0...2...2 adrenaline. Ends after your next attack skill. Cannot be used if you are adjacent to a foe.


Aggression at its finest. It's pretty much what it was before, but more usable: Bull's, Bull's, Bull's.


Burst of Aggression Burst of Aggression[edit]

Current:[edit]

5 Energy12 Recharge time Stance. (2...8...10 seconds.) You attack 33% faster. End effect: lose all adrenaline.

Proposed:[edit]

2 Adrenaline1 Recharge time Stance. (3...5...6 seconds.) Gain 0...2...2 Adrenaline. You attack 33% faster. End effect: lose all adrenaline.


I'm not sure exactly how this would pan out, but I think it would serve well as a Frenzy alternative for certain builds. Because of its nature, it would be unreliable at best with high-adrenaline skills like Decapitate and Executioner's Strike; it would, I think, be limited to low-adrenaline bars like Cleave.
I believe that "you take double damage" might be appropriate here, but I'd have to see it in play to judge whether or not that was absolutely necessary.


Charging Strike Charging Strike[edit]

Current:[edit]

5 Energy5 Recharge time Elite Stance. (1...8...10 second[s].) You move 33% faster and deal +10...34...40 damage with your next melee hit. Ends when you hit or if you use a skill.

Proposed:[edit]

3 Adrenaline Elite Skill. (1...3...4 second[s].) You move 50% faster and gain 1 Adrenaline each second while moving (maximum 2 Adrenaline). Your next melee attack skill deals +10...30...35 damage. Ends after your next attack skill. Cannot be used if you are adjacent to a foe.


Born and raised to be a spike caller's delight.


Counterattack Counterattack[edit]

Current:[edit]

5 Energy6 Recharge time Melee Attack. Deals +5...29...35 damage. You gain 2...5...6 Energy if target foe is attacking.

Proposed:[edit]


Functionality change and appropriate attribute move.


Defy Pain (PvP) Defy Pain (PvP)[edit]

Current:[edit]

5 Adrenaline Elite Stance. (20 seconds.) You have +90...258...300 maximum Health and +20 armor.

Proposed:[edit]

1 Adrenaline Elite Skill. (2 seconds.) You have +10...34...40 armor and 1...12...15 damage reduction. End effect: lose all adrenaline.


Yes, it's still maintainable. No, you won't be doing much else while maintaining it.


Enraging Charge Enraging Charge[edit]

Current:[edit]

5 Energy20 Recharge time Stance. (5...13...15 seconds.) You move 25% faster. Gain +0...3...4 adrenaline on your next attack. Ends when you hit.

Proposed:[edit]

5 Energy6 Recharge time Stance. (0...3...4 seconds.) You move 25% faster and gain 1 adrenaline per second while moving. Cannot be used if you are adjacent to a foe. No effect unless you are in earshot of a foe.


No more insta-devham. More adrenaline gain overall.


Flourish Flourish[edit]

Current:[edit]

5 Energy1 Activation time8 Recharge time Elite Skill. Recharges your attack skills. You gain 2...6...7 Energy for each skill recharged.

Proposed:[edit]


While it is an offensive skill, it's not so much a direct offensive skill.


Grapple Grapple[edit]

Current:[edit]

Proposed:[edit]

5 Energy¾ Activation time12 Recharge time Touch Skill. Deals 0...24...30 damage and causes knockdown. You are also knocked down if target foe is moving, using a skill, or attacking.


Made usable.


Leviathan's Sweep Leviathan's Sweep[edit]

Current:[edit]

5 Energy8 Recharge time Melee Attack. Deals +5...17...20 damage. Causes knock-down and deals 10...29...34 damage if blocked.

Proposed:[edit]

10 Adrenaline Melee Attack. Causes knock-down. Failure with Strength 13 and below.


I'm really not sure if I like this. I designed it with hammers in mind, giving them the option of charging up extra adrenaline in exchange for a longer knocklock chain. However, I'm not sure if I'd like to see a sword warrior KD something for 9 seconds between Bull's, this, and Shock.
The one thing that would keep such things in check, I think, is the opportunity cost: sword and axe bars are strapped for space as it is, let alone with the skills I've improved in their respective lines. All-in-all, I think this skill would be strong, but not "all wars must have this" strong.


Lion's Comfort Lion's Comfort[edit]

Current:[edit]

4 Adrenaline1 Activation time1 Recharge time Skill. You are healed for 50...98...110 and gain 0...2...3 strike[s] of adrenaline. Disables your signets (12 seconds).

Proposed:[edit]

4 Adrenaline1 Recharge time Skill. (2 seconds.) Initial effect: gain 0...2...3 strike[s] of adrenaline. End effect: lose 0...2...2 conditions. You move and attack 15% slower.


Lions are lazy. Thematics aside, the heal shouldn't've been in this attribute, and the activation time made this pretty unusable in competitive play: the heal has been replaced with a condition removal (which is spectacularly useful) and the activation time has been replaced with a mild slowing effect.


Primal Rage Primal Rage[edit]

Current:[edit]

4 Adrenaline10 Recharge time Elite Stance. (1...12...15 second[s].) You attack 33% faster and move 25% faster. You take double damage.

Proposed:[edit]

2 Adrenaline Elite Stance. (1...5...6 second[s].) You attack 33% faster and move 25% faster. You take double damage.


Yeah, you can keep it up forever. But, like Defy, it limits your ability to do other things by sucking your adrenaline.


Rush Rush[edit]

Current:[edit]

4 Adrenaline Stance. (8...18...20 seconds.) You move 25% faster.

Proposed:[edit]


See the note on the Tactics page.


Shield Bash Shield Bash[edit]

Current:[edit]

5 Energy20 Recharge time Skill. (5...10...11 seconds.) You block the next attack skill. Causes knock-down and +15 second recharge if it was a melee skill. No effect unless you are wielding a shield.

Proposed:[edit]


See the note on the Tactics page.


Shove Shove[edit]

Current:[edit]

Proposed:[edit]

5 Energy¾ Activation time15 Recharge time Elite Touch Skill. Deals 10...38...45 damage and causes knockdown. Initial effect: end's foes stance and deals an additional 10...38...45 damage if target foe is moving.


Another straight-up offensive skill moved to Strength.


Signet of Stamina Signet of Stamina[edit]

Current:[edit]

¼ Activation time20 Recharge time Signet. You have +50...250...300 maximum Health. Ends if you hit with an attack.

Proposed:[edit]

12 Recharge time Signet. (5 seconds.) You have +5...17...20 maximum Energy and gain 2...4...5 Energy whenever you hit with an attack. Energy gained from attacks cannot increase your Energy above 10...22...25.


This skill does absolutely nothing unless you're low on energy, in which case it's three seconds of awesome that goes away when it's done. Very well designed, if I do say so myself.


Signet of Strength Signet of Strength[edit]

Current:[edit]

1 Activation time45 Recharge time Signet. Your attacks deal +5 damage. Ends after 1...13...16 attack[s].

Proposed:[edit]

12 Recharge time Signet. For your next attack skill, all of your attributes are considered to be 3...15...18.


Buffing dev sword because it's a fun and balanced build.


Soldier's Strike Soldier's Strike[edit]

Current:[edit]

Proposed:[edit]

10 Energy6 Recharge time Melee Attack. Deals +10...26...30 damage and an additional +3 damage for each rank in Tactics. Unblockable and you gain 3...6...7 Energy if you are under the effects of a chant or shout.


Damage skill. Less Tactics, more Strength. As per "Soldier's" nomenclature change, scales with both attributes.


Sprint Sprint[edit]

Current:[edit]

5 Energy15 Recharge time Stance. (8...13...14 seconds.) You move 25% faster.

Proposed:[edit]

3 Adrenaline Stance. (1...7...8 second[s].) You move 33% faster.


Rush alternative.


Thrill of Victory Thrill of Victory[edit]

Current:[edit]

Proposed:[edit]

5 Energy8 Recharge time Melee Attack. Deals +5...33...40 damage. If you have more Health than your target, you gain 1...4...5 Energy and 1...2...2 adrenaline.


Damage skill. Strength. You get the idea.


Tiger Stance Tiger Stance[edit]

Current:[edit]

5 Energy20 Recharge time Stance. (4...9...10 seconds.) You attack 33% faster. Ends if you fail to hit.

Proposed:[edit]

4 Adrenaline Stance. (4...9...10 seconds.) You attack 33% faster. Disables your non-attack skills (10...6...5 seconds).


Tiger's Fury copy. I like the fact that it disables every form of IMS.


Warrior's Cunning Warrior's Cunning[edit]

Current:[edit]

10 Energy60 Recharge time Skill. (5...10...11 seconds.) Your melee attacks are unblockable.

Proposed:[edit]


Functionality change and appropriate attribute move.


Warrior's Endurance (PvP) Warrior's Endurance (PvP)[edit]

Current:[edit]

5 Energy30 Recharge time Elite Stance. (5...29...35 seconds.) You gain 3 Energy each time you hit with a melee attack. No Energy gain if you have more than 10...22...25 Energy.

Proposed:[edit]

5 Energy4 Recharge time Elite Stance. (8...14...16 seconds.) You attack 33% faster and gain 1...5...6 Energy each time you hit with a melee attack. You take double damage and have -3 Energy Regeneration. Ends if your Energy drops below 10...2...0.


Instead of being "Zealous Vow with no drawback", it's "Zealous Vow with an Awesome Drawback". Or just "Awesome".