ArenaNet talk:Skill feedback/Warrior/Sever Artery

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Symbol's Discussion

moved from User talk:Isaiah Cartwright/Class/Sever Artery

Your suggestion doesn't make sense to me. The first skill in your attack chain being 1/2 doesn't help compress the chain very much. Gash still comes the same amount of time after the bleeding (red flag on the party list) alerts the enemy support. Also I don't see anything wrong with this skill the way it is. The problem I see is weak utility skills in the Sword line and Final Thrust being not worth it against blockway. Make Final Thrust unblockable, make Galrath Slash do something, make Hamstring 5 energy, Savage Slash 10 recharge, etc... I see it as a bad idea to try and give Sword more damage. Axe has more damage while Sword (should) have more utility. --TimeToGetIntense 12:19, 20 February 2008 (UTC)

I think this attack skill is fine as is. If you wanted +damage with the bleed, you should use Barbarous Slice instead. If anything, that skill is the one that could use adjusting, not this.--SavageX 15:30, 20 February 2008 (UTC)
Actually it's not true that the deep wound takes the same amount of time to land. Under frenzy gash would arrive .8911 seconds after sever hits. If sever was a .5sec activation gash would arrive .61305 seconds after sever hits. More importantly the time for the whole spike goes down...with adrenal spikes it's not so much that monks can't catch it (because they're slow compared to a clean caster spike), but that monks _aren't able_ to catch it because you've created a window of opportunity through KDs, shame, diversion, etc. Anyway, I think sever is the weak link on sword bars. Because bleeding sucks outside of cond pressure build sever isn't doing anything most of the time--it's just a hoop you have to jump through to get your deep wound. An axe guy can get his dps and spike with just two attack skills, while a sword warrior has to use three. That limits your options quite a bit. --Symbol 22:47, 22 February 2008 (UTC)

I'd rather have +damage... The real reason why sword warriors don't see a great deal of use is that they were designed for pressure (vamp swords instead of sundering, anyone?) but can't do nearly as much autoattack damage as an axe war can. If you want to spike, you go axe; if you want to pressure, well, you go axe for the capability of throwing around random +damage in addition to your 50+ frenzied DPS. -- Armond WarbladeUser Armond sig image.png 19:25, 20 February 2008 (UTC)

I like the idea of adding more 1/2 or 3/4 activation skills on swords, they won't need frenzy and will be able to use that dditional slot for splitting. If you want a 1/2 activation it'd make more sense on gash than sever like Intense said. Also Barbarous Slash is kinda pointless since warriors are almost always in a stance be it either rush or frenzy.--Underwood 19:31, 20 February 2008 (UTC)
The only time when warriors won't need frenzy is when their default attack speed is buffed. Frenzy isn't just used for a spike; it's used to increase pressure (how do you think I got that 50+ DPS?) and adrenaline gain. -- Armond WarbladeUser Armond sig image.png 19:53, 20 February 2008 (UTC)
Thk god for Rage of the Ntouka then eh? ;D --Underwood 19:58, 20 February 2008 (UTC)
Just lower adren by 1, make it in line with barbed spear 21:28, 23 February 2008 (UTC)
Yeah, that'll really make it not-bad won't it. :/ -- Armond WarbladeUser Armond sig image.png 23:02, 23 February 2008 (UTC)
not everything has to be unbelievably godly strong... 02:00, 25 February 2008 (UTC)
I loled at "godly strong" barbed spear. But really, Paragons are different because they have many more uses other than bashing things in. A reduction to 3 adrenaline, while nice, doesn't make it good since you still need 7 adrenaline for Gash. What I think it needs is something to make it useful outside of Gash like interrupt attacking foes and do +5......8...15 damage if interrupt/already bleeding to pair up with Disarm as a linebacking skill. Alternately, "cannot be blocked" would be tons more useful against all targets. I don't see how making this 1/2 activation solves the problem since Gash is still going to be normal activation and having it at 6 adrenaline would be problematic with the widespread condition removal and heavy blocking. --Life Infusion «T» 02:17, 25 February 2008 (UTC)
It's always been a fine skill. It's still fine, and it's still used frequently. If it ain't broke, don't fix it. ~Shard (talk / Nerf List) 10:20, 25 February 2008 (UTC)
No, shard, this has always been a crappy skill. It is a useless primer for gash. Why do you think people run this at all? My Idea: make it...make... uhh....Lemme think... uhmm....Oh! I got it! Add the clause: You gain two strikes of adrenaline and this skill is disabled for X seconds.
Always been a proper skill, one of few really balanced ones. No need to change this skill any. 21:04, 28 February 2008 (UTC)
Do I have to repeat myself? This skill is crappy, is sucky, is worse than staggering blow. The only reason you see it run is because it is a primer for gash. It givesw away your spike by a second, it flags the target for a prot etc.. So yeah, it needs a buff. Nukleaer VII 19px 20:20, 1 March 2008 (UTC)
+ 5...17...20 damage should be more then enough to push dslash back into gvg. Prokiller88 23:29, 7 March 2008 (UTC)
Here is the problem with the alternate suggestion: Spreading bleed is worthless. You already got an apply ranger. He spreads degen. Spreading Bleed on a warrior is even worse. Once again, I'll repeat Myself: BLEEDING SUCKS. For sever, hell, for sword to see any sort of decent play, BLEEDING needs to be buffed. 19px nuke7 19px 22:35, 21 March 2008 (UTC)
Make Bleeding cause other conditions to last 33% longer on an affected enemy :D (/fail) -- 22:41, 21 March 2008 (UTC)
Problem with buffing bleeding is that other classes can spread it much more easily than a Warrior. --Symbol 23:29, 21 March 2008 (UTC)
People shd just run Rip Enchantment if they're gonna go sword and need bleeding for Gash-- 23:56, 21 March 2008 (UTC)
So? I really don't get the point, symbol. Let other classes spear bleeding. Let bleeding be less useless. 19px nuke7 19px 11:08, 22 March 2008 (UTC)
Buffing bleeding isn't going to make people choose sword warriors, because sword warriors will still be bad at spreading it. --Symbol 17:15, 22 March 2008 (UTC)
Buffing bleeding will make the useless sword primer sever a bit better, so sword bars won't have dead spots on their bars and thus will be minorly useful. 19px nuke7 19px 22:22, 22 March 2008 (UTC)
Sever, is one of the worst skills in guild wars, I mean its terrible wow look at me, Im running around making everyone bleed. But to play a sword war you HAVE to take this if your not running crip slash. Prokiller88 01:44, 3 April 2008 (UTC)
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.. maybe. Noctarch 14:06, 2 October 2008 (UTC)

Bleeding is mostly bad because of the intense condition removal. 6 HP/s IS significant. if bleeding went a full 25 seconds, thats 150 HP right there, for only 4 adrenalin. However, that takes a long time (25 seconds!!!). I'd rather see it like poison, or -4 pips, with shorter duration. Talking about the actual skill, I agree that mostly this is just used to get to gash. I guess axe warriors want cripple more accessable too? Instead of buffing bleeding, they should just buff this skill. Add damage, add a bonus effect (I love the - energy one), or make it as cheap as barbed spear. StatMan 06:05, 27 December 2008 (UTC)