ArenaNet talk:Skill feedback/Warrior/Magehunter's Smash

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[edit] 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 WarbladeImage:User Armond sig image.png 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 WarbladeImage: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 «T» 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 «T» 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)

[edit] 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)

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