My warrior skill suggestions merged into one suggestion.
My objective is to make the warrior a more varsetile martial profession capable of dealing effectively with singles foes with the axe or dealing with large mobs of foes with the sword.
I also improved some of the utility skills and gave the warrior better party support skills, improving the damage of the party or making them more resilient.
The warrior's defensive capabilities have also been increased a bit to make them last longer, it includes multiple condition removal skills.
Well in my view the warrior should, as a martial class, be effective as the dervish after it had been updated, but in it's own way.
Barbarous Slice 6 Sword Attack. Deals +5...13...15 damage. Inflicts bleeding condition (5...13...15 seconds) if target foe is not suffering from bleeding condition. Deals 10...26...30 slashing damage to foes adjacent to your target if target foe is already bleeding.
Final Thrust 8 Sword Attack. Deals +10...34...40 damage. Deals an additional +10...34...40 damage if target foe is below 50% health. Lose all adrenaline if this attack hits a foe below 50% health unless you kill a foe.
- To improve the usage and damage of Hammer Mastery (for the sake of balance PvE-only) let all melee attacks that hit a knocked down foe critical hit. Besides the hammer attacks assassins and dervishes can also benefit from this, currently for assassins only Death Blossom spam is viable for PvE and the dervish's Reaper's Sweep is also outplayed by other elites.
Belly Smash 5 1 10 Hammer attack. Deals +1...16...20 damage and inflicts bleeding condition (5...17...20 seconds). Also inflicts blind condition (3...6...7 seconds) to adjacent foes if you hit a knocked down foe.
- For each rank of Strength your attacks have +1% armor penetration and you gain 2% more adrenaline for your attacks.
5 15 Stance (2...8...10 seconds). You attack 33% faster and gain +10 armor. No effect unless you have a hammer equiped.
Bull's Charge 5 10 Elite Stance (5...13...15 seconds). You move 33% faster. Your next melee attack gives +1...3...3 strike[s] of adrenaline and inflicts cripple condition (3...13...15 seconds). Causes a knock down (2...3...3 seconds) if you hit a moving foe. Ends after you hit with an attack or use an attack skill.
5 20 Elite Stance (5...13...15 seconds). You move 33% faster. Your next melee attack gives +1...3...3 strike[s] of adrenaline and inflicts cripple condition (3...13...15 seconds). Causes a knock down (2...3...3 seconds) if you hit a moving foe. Ends after you hit with an attack or use an attack skill.
5 20 Stance (5...13...15 seconds). You move 25% faster. Your next melee attack gives +1...3...3 strike[s] of adrenaline. Ends after you hit with an attack or use an attack skill.
4 6 Stance (2...8...10 seconds). You attack 25% faster.
Primal Rage 5 12 Elite Stance (8 seconds). You attack and move 15...27...30% faster. Initial effect: you gain 2...6...7 strikes of adrenaline and your attack skills are recharged. Gain 2...6...7 energy for each attack skill recharged. End effect: lose all adrenaline.
5 12 Elite Stance (8 seconds). You attack 15...27...30% faster. Initial effect: you gain 2...6...7 strikes of adrenaline and your attack skills are recharged. Gain 2...6...7 energy for each attack skill recharged. End effect: lose all adrenaline.
Shield Bash 5 15 Skill (5...10...11 seconds). You block the next attack made against you. Block effect: all adjacent attacking foes are knocked down and have their attack skills disabled for 0...4...5 seconds. No effect unless you are wielding a shield.
Skull Crack 6 ½ Elite Melee attack. Inflicts bleeding condition (3...13...15 seconds) and interrupts an action. Interruption effect: inflicts daze condition (2...8...10 seconds) if you interrupted a spell.
5 15 Stance (2...8...10 seconds). You attack 25% faster
Warrior's Endurance 5 30 Elite Skill (5...29...35 seconds). You gain 3 energy each time you hit with a melee attack. Your melee attacks deal +1 damage for each point of energy you have. No energy gain if you have more than 10...22...25 energy.
4 4 Shout (4...9...10 seconds). Allies in earshot have +60 armor for the next incoming damage and lose cracked armor condition.
"Victory Is Mine!" 5 10 Shout (5...13...15 seconds). Lose a condition for each condition target foe is suffering. You gain +50...170...200 maximum health. You gain 10...26...30 health and 1...3...3 energy whenever you hit a foe with less health than you.
"You Will Die!" 4 6 Shout (1...12...15 second[s]). Your melee attacks gain +5% armor penetration (maximum of +5...17...20%) for each condition on the foe you hit. Initial effect: you gain 3 energy (maximum of 3...9...10) for each condition target foe is suffering.
"You're All Alone!" 5 15 Elite Shout (10...18...20 seconds). Your melee attacks have +5...25...30% chance to critical hit against conditioned foes. Initial effect: inflicts cracked armor and weakness conditions (5...13...15 seconds) to target foe.
5 10 Stance (5...13...15 seconds). You do not take additional damage from critical hits. You cannot be knocked down when not moving. Ends after a knock down is prevented.
Deadly Riposte 5 10 Skill (8 seconds). Block the next attack against you and deals 20...68...80 damage and inflicts bleeding condition (5...17...20 seconds) to adjacent foes. Interrupt all attacking foes. No effect unless you have a sword equiped.
Drunken Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts poison condition (3...13...15 seconds) if target foe is suffering from bleeding condition. Inflicts cracked armor condition (3...13...15 seconds) if target foe is suffering from deep wound condition. Inflicts cripple condition (3...13...15 seconds) if target is suffering from weakness condition. You are knocked down.
5 15 Stance (2...8...10 seconds). You move 33% faster. You cannot be knocked down while under the effect of a shout or chant.
5 Melee attack. Always a critical hit. Removes a stance. Unblockable.
The sword is the weapon every warrior starts the game with but still loses out to the axe. Although not intended in the first place I ended up remodeling almost everything. At first I decided to focus on bleeding and skills requiring bleeding for effects to trigger. After a while I was thinking if such changes would make the sword a match for the axe, and I concluded it would most likely not no matter how well balanced it would be. Then I started thinking of how I could improve it to make it a good competition for the axe, first is the role of the axe which is spiking a target. Since the warrior can already effectively shut down enemies trough knock downs with the hammer, it only leaves pressure for a viable role for the sword. To make the sword a more pressure based weapon I focused on a combination of AoE damage and damage over time. For the AoE damage I looked at Hundred Blades's ability to inflict AoE slashing damage on each attack. Following the effect of the AoE slashing damage I changed multiple sword attacks into attacks that inflict slashing damage to foes adjacent to the target, which is affected by armor rating. For the damage over time I looked at the talk page and several other suggestions made by other players. These attacks increase the power of your next few attacks, including attack skills.
The following 3 skills that have been changed into skills to deal AoE damage.
- Barbarous Slice: It now inflicts bleeding if the target is not suffering from bleeding, if the target is already suffering from bleeding it inflicts AoE slashing damage instead. This allows it to benefit from it's own effect as well as it can synergize with other skills that inflict bleeding condition to inflict AoE damage.
- Pure Strike: It deals additional AoE slashing damage if you are in a stance, giving Swordsmanship an energy attack to inflicts AoE slashing damage.
- Silverwing Slash: It now deal AoE slashing damage and bleeding unconditionally. This gives Swordsmanship the ability to inflict AoE bleeding. This new function offers AoE damage as well as AoE pressure.
The attack skills with the "damage over time" effect.
- Hamstring: I gave it the additional effect of letting your next few attacks deal more damage against moving foes allowing you to take out kiting foes more effectively. I reduced it's energy cost to 5 and it's recharge to 10 seconds.
- Seeking Blade: I made it's attack unblockable and let it inflict bleeding unconditionally. Seeking Blade makes your next few attacks unblockable. It's recharge time has been increased to 10 seconds and it gained a fast activation time.
- Galrath Slash: I reduced it's initial damage and it's adrenaline cost and gave the effect of letting your next few attacks have a much higher critical hit rate. This will let you have a much higher average DPS with proper adrenaline management.
- Standing Slash: I replaced it's conditional bonus damage with a bonus damage for your next few attacks while you are in a stance. Like Galrath Slash, with proper adrenaline management it can increase your average DPS quite a bit.
For better pressure and some shut down ability I also improved the sword's ability to interrupt.
- Savage Slash: I simply reduced it's recharge to 10 to make it available more often.
- Disarm: I moved it to Swordsmanship and changed it's interruption effect. Instead of disabling attack skills when an attack is interrupted it disables all skills if a skill is interrupted. This allows you to temporarily shut down an entire chain for a short period.
- Deadly Riposte: I moved it to Swordsmanship an changed it into an attack skill giving Swordsmanship 20 attack skills again. Deadly Riposte now interrupts an action if it hits and when an attack is interrupted inflict AoE bleeding and causes a few strikes of adrenaline loss to the interrupted foe and foes adjacent to that foe. This can serve as a great form of adrenaline denial against other enemies relying on it.
The next thing I adjusted is the most basic sword combo: Sever Artery, Gash, Final Thrust
- Sever Artery: I gave it a bonus damage if you hit a foe that is already bleeding giving it some better offensive value instead of being just a prerequisite for the deep wound of Gash.
- Gash: I made the bonus damage unconditional to it still retains some effectiveness against foes that are not bleeding.
- Final Thrust: I reduced it's adrenaline cost to 8 and slightly reduced it's drawback. It only causes adrenaline loss when you hit a foe below 50% health, in other words when the conditional damage is dealt. If you succesfully kill a foe with Final Thrust you do not lose all of your adrenaline so there is a rewarding factor when you play it effectively.
Next I focused on the elite skills.
- Quivering Blade: This skill gave me some thought but I ended up with an enchantment removal. Since defense these days comes mostly from enchantments, an enchantment removal skill is something the warrior could really need. Costing 5 strikes of adrenaline a warrior with Quivering Blade could easily tear trough these enchantments.
- Crippling Slash: I let it attack twice to give it some better offensive value.
- Jaizhenju Strike: I changed this skill to synergize it with Hundred Blades. Its function resembles the old Hundred Blades nearly identical which offers great synergy with the current Hundred Blades. Altough it has no effect that scales with the attribute I'm sure that this new varriation of this old function will see alot of use.
- Dragon Slash: I changed it into an unblockable energy attack to quickly fuel your adrenaline skills. I'm sure Dragon Slash will do much better as a utility skills to fuel a chain than as a 20 seconds spammable attack skill.
Last are the remaining attack skills.
- Knee Cutter: An attack skill designed to synergy with Hamstring. I changed it into an energy attack and let it inflict bleeding condition to cover cripple and fuel other attack skills that have bleeding as a prerequisite. Since it has become an energy skill the energy gain has been increased. As an energy skill you can use it together with Hamstring to quickly charge up adrenaline and have faster acces to your skills while having your enemy snared with cripple covered with bleeding that can be followed up with Gash.
- Steelfang Slash: I changed it into a skill that can inflict deep wound against non-fleshy foes, something the sword is currently missing. The deep wound is only applied if the target does not yet have a deep wound, if the target already has a deep wound it will deal a large amount of damage instead. It can meet it's own damage requirement but can also synergize with Gash.
Where I took the sword into a different direction with pressure I retained the spike role and focused on the ability to deal damage and inflicting conditions to a single target. The skills no longer rely on deep wound for their effects and are more simple to use compared to the sword.
- Agonizing Chop: I changed it into an unconditional high damage attack that causes adrenaline loss. It's been designed as the axe variant of Final Thrust.
- Axe Rake: I changed it into an energy attack that inflicts an unconditional cripple and deals it's bonus damage to moving foes. This makes it easier for the axe to snare foes and counter kiting foes more effectively.
- Axe Twist: I changed it's ability to inflict weakness into an energy gain to give Axe Mastery a form of energy management. Swordsmanship has Knee Cutter and Hammer Mastery has Auspicious Blow but Axe Mastery is still lacking energy management and I see Axe Twist as a good candidate since the skill does not see much use for it's condition anyways.
- Cleave: I overhauled it quite a lot. It now serves as an adrenaline management skill with an added blocking punishment effect. When it is blocked it inflicts both bleeding and deep wound for 25 seconds like Swift Chop does. It still deals the same amount of bonus damage and has been changed into an energy attack instead of an adrenaline attack. For this skill to see use again such a large change is needed.
- Critical Chop: I gave it a function that fits it's name much better. It now automatically critical hits instead of interrupting on a critical hit, it's recharge also has been reduced. These 2 changes make it a lot more viable as a spike skill to finish a chain with.
- Decapitate: I removed it's drawback and replaced the bonus damage with the ability to inflict bleeding condition, covering the deep wound. These changes should make it a lot more playable as an elite skill since it is currently being outplayed by Eviscerate.
- Disrupting Chop: I gave it a bonus damage and a fast activation time making it a more reliable interrupt. It's interruption effect has been moved to Disrupting Chop.
- Eviscerate: To prevent it from being outplayed by a Decapitate combo I reduced the adrenaline cost of Eviscerate to 5 strikes, it's damage has also been decreased a bit. This change also makes it available much more easily and easier to use.
- Furious Axe: I made it's adrenaline gain effect unconditional and rescaled it's damage and it's recharge has been increased to 8 seconds.
- Keen Chop: I changed it into an axe version of Keen Arrow. Instead of being a cheap automatic critical hit it now deals additional damage when you critical hit, giving it very nice synergy with "Fear Me!" and a strong spike skill. It's adrenaline cost has been increased to 7 strikes and decreased it's activation time, this way it should not outplay Executioner's Strike.
- Swift Chop: I increased the damage it deal when blocked since it is rather weak. No other changes to it since it needs no other changes.
- Lacerating Chop: I made it's bleeding unconditional and increased it's damage and adrenaline cost. The condition of the bleeding if very difficult to achieve for the axe without sacrificing your elite slot and it's effect does not make it worth to do so. Making the bleeding unconditional and improving it's damage, albeit at a higher cost and a reduced bleeding, should really improve the use of this skill.
- Triple Chop: Like Cleave I overhauled it's effect and gave it a blocking punishment effect. Instead of attacking your target and all foes adjacent to it Triple Chop attacks your target 3 times now, and each hit inflicts a different condition. It's blocking effect is similar to that of Swift Chop, dealing armor ignoring damage, combined with the 3 attacks it will result in 3 consecutive armor ignoring hits if they are all blocked.
- Whirling Axe: To improve it I gave Whirling Axe the ability to hit foes adjacent to your target, like the old Triple Chop, and made it a fast activating attack. Being able to hit multiple foes and having the ability to charge itself combined with it's fast activation effect should improve it's play quite a bit and make it a proper match to the other axe elites.
A change to Hammer Mastery to give it better use in PvE mainly, and to allow a larger options of skill combinations.
- Belly Smash: I added a damage bonus and gave it the ability to inflict bleeding condition regardless if it hits a knocked down foe. This makes it much better to use for offense. The idea of the bleeding comes from it's original description.
- Counter Blow: I added weakness condition to it to give it synergy with other hammer attacks that require weakness for their effects.
- Devastating Hammer: To let it match up with other more powerful unconditional knock down elites I reduced it's cost by 1 strike of adrenaline. This gives it a cost equal to Hammer Bash making it a more proper elite version of that skill.
- Earth Shaker: To give it a bit more offensive use I gave it the ability to deal AoE earth damage. This allows hammer mastery to deal some modest AoE damage.
- Forceful Blow: I turned it into an elite Heavy Blow causing a knock down on weakened foes, the damage still and the unblockable effect still remain.
- Heavy Blow: I changed it into an energy attack to make it more playable, the damage it deals has been reduced a bit.
- Irresistible Blow: Instead of causing a knock down when it's blocked it is now unblockable when the target is knocked down. When it hits a foe that is knocked down it also removes a stance, giving it a similar ability as that of Irresistible Sweep.
- Magehunter's Smash: I increased it's attack speed and gave it conditional damage to make it a better match for the other hammer elites.
- Mokele Smash: I reduced it's recharge to 8, a 12 seconds recharge for it's damage and effect is simply too long.
- Overbearing Smash: I changed it's function completely. Instead of inflicting daze on knocked down foes it now interrupts foes and causes a knock down if a spell has been interrupted. Since Irresistible Blow no longer causes a knock down I had to find a good replacement for a non-elite energy knock down that does not cause adrenaline loss. Since Hammer Mastery lacked an interrupt and Overbearing Smash is hardly used I figured it would be an ideal skill for a non-elite energy knock down without an adrenaline loss. Overbearing Smash already has an anti-caster effect, giving it an effect that is a bit easier to play should not hurt it.
- Pulverizing Smash: For a bit of bar compression I made the weakness condition unconditional and increased it's adrenaline cost to 5, but I decreased it's activation time so it can be easier used on knocked down foes. Although quite highly spoken of by some it is still not a real viable alternative for a deep wound compared to Crushing Blow and Fierce Blow, this function should make it a bit more usable.
- Staggering Blow: To make use of knock downs better I gave Staggering Blow the ability to inflicts cracked armor as well when it hits a knocked down foe. It can improve the DPS of the hammer against knocked down foes and it keeps it's function in line with skill nomenclature (or however you write it), mainly Staggering Force, which had been updated to deal cracked armor instead of weakness. Together with Pulverizing Smash they make 2 good skills to meet the condition of some hammer attacks as well as the ability to make good use of the hammer's ability to inflict a knock down with ease, in the form of conditions.
- Yeti Smash: I made the knock down unconditional and increased it's adrenaline cost to 8. These changes should let it be a lot more useful for knocking down multiple foes.
Strength and No Attribute
What I first focused on is adrenaline gain and improving the skills that offer adrenaline. The primary skill used to improve adrenaline is Enraging Charge as it is the best choice for it. To give it some improvement I reduced it's recharge and it's duration by half so it can be used more often.
I also changed some elite skills that can also improve adrenaline gain.
- Battle Rage now functions an IAS instead of an IMS making it similar to Soldier's Fury. It's drawback has been removed and has a PvP version that can only be maintained at a high investment and can not be easily reactivated when stance cancelled.
- Rage of the Ntouka improves the adrenaline gain on attacks for 45 seconds instead of giving adrenaline on it's activation. It can greatly increase adrenaline gain, more than Focused Anger but only for attacks and not for all skills. It still should be a strong skill to use.
I also altered a few IAS stances to improve in both Strength and No attribute.
- Frenzy has received a change, it's armor reduction is now a 33% damage increase and no longer double damage. Although quite good it's armor drawback is just too punishing.
- Flail also has it's drawback removed and also has it's IAS decreased to by 25% instead of 33%, making it somewhat of a warrior's version of Heart of Fury. It also has a PvP version that is identical to Heart of Fury. As a maintainable adrenal IAS it should see good play.
- Tiger's Stance also has it's IAS reduced to 25% and it's drawback has been removed. In PvE it can be easily maintained and should make a good IAS.
- "I Will Avenge You!" has it's regeneration removed and it's duration now depends on the amount of party members in earshot. This makes it easier to use and to maintain. This also gives Prophecies it's own maintainable IAS skill where Factions has Tiger Stance and Nightfall Flail.
- Burst of Aggression now has a set duration of 8 seconds and has a scaling IAS. To make it a bit more true to it's name it now gives adrenaline on it's initial effect allowing warriors to swiftly start a chain. It's end effect still remains the same. With it's ability to give adrenaline on it's initial effect it makes it a good skill to use in chains that finish with skills that cause adrenaline loss such as Final Thrust.
- Primal Rage has been changed into an elite Burst of Aggression instead of an elite Frenzy. It still retains it's IMS for PvE and has been reverted back to 33%, for PvP it's IMS has been removed. Like Burst of Aggression it gives adrenaline on use and adrenaline loss when it ends. I also added the old effect of Flourish to it's effect, recharging all attack skills and giving energy for each recharged attack skill. The reason I changed it's function is because a combination of IAS and IMS is too strong in PvP and a double damage drawback it undesired on an elite in PvE where you have to be resilient and take in damage. This version removes those 2 negative aspects on this skill.
- Berserker Stance has been changed into a non-elite Dwarven Battle Stance. It increases the attack speed of the hammer and gives additional defense to compensate the lack of a shield. For PvE it is maintainable but for PvP it is not. A good IAS for the hammer will surely improve it's play for PvE.
For all of those who want a non-elite with a 33% IAS they can always take Frenzy.
Other improvements allowing warriors a larger amount of attack skills per weapon.
- Flurry has been turned into an melee attack that hit's the target 3 times. The reason i changed it is because of the large amount of IAS skills the warrior already has and anymore than the skills it already has is unneeded. The change is part of the improvement of the attack skills the warrior can take per weapon type. Right now the warrior is still limited to a fairly limited amount of attack skills per weapon type and combinations it can take. Increasing the amount of usable attack skill in Strength, Tactics and No Attribute allows it to take a larger amount of skills per weapon.
- Wild Blow no longer causes you to lose all adrenaline making it more playable than it's current form. For PvP it has been turned into an adrenaline skill like Irresistible Sweep.
- Body Blow is a skill that deals a large amount of damage for a moderate adrenaline cost and able to inflict a deep wound on a condition that it cannot inflict itself. Because of it's large amount of damage it sees quite a lot of use but I still decided on a change because that damage is available on other skills that can be found in all of the 3 weapon attributes of the warrior. Because of that those skills remain a bit underused so I decided to turn it into an attack that can inflict cracked armor instead of deep wound. It's adrenaline cost has been decreased to 5 and it's damage decreased to 20.
- Charging Strike has been changed from a stance into an attack skill. I designed it as an elite Body Blow, inflicting cracked armor and bleeding while you are in a stance. The damage has been taken from Cleave's old effect to retain the low adrenaline high damage attack skill.
- Protector's Strike has it's conditional damage made unconditional and reduced by half. The conditional damage has been replaced by the ability cripple moving foes. With it's new effect it's recharge has been increased to 8 seconds.
- Griffon's Sweep has it's recharge reduced to 6 and it's blocking damage increased. It always had been a bit of a duplicate of Irresistible Blow which has been changed in this suggestion so I decided to give Griffon's Sweep a small buff.
- Leviathan's Sweep is no longer a duplicate of Griffon's Sweep. I changed it into an adrenaline skill that deals more damage for each condition on the foe you hit. All 3 of the weapons the warrior wields can inflict plenty of conditions but the warrior lacks an attack skill to properly make use of that ability.
Other interrupt skills that have been improved.
- Magehunter Strike has it's damage and recharge increased and is now able to interrupt. It has also gained an interruption effect that deals additional damage.
- Skull Crack has it's adrenaline cost decreased to 5. It now inflicts bleeding condition for 10 seconds, when dazed is applied it is covered by bleeding. The high adrenaline cost does not make this skill a good interrupt even with the added daze. These 2 should give the warrior some good elite interrupts for it's weapons. An other elite skill that assists in interrupting is Headbutt.
- Headbutt has been changed into a melee attack skill and now costs 8 adrenaline instead of 15 energy. It now inflicts dazed condition on the target instead of the user. This makes the skill more playable and gives the warrior an affordable counter skill against a spellcaster dominated game.
- Distracting Blow has become a single target adrenaline interrupt that disables the skill it interrupts. This function suits it's name much better. The damage reduction it has is now at 50% less damage instead of no damage.
- Distracting Strike has been changed into an energy variant of Distracting Blow. The disable time no longer relies on cracked armor.
Some other skills that have been changed to improve the playability are Signet of Strength, "Coward!" and "On Your Knees!".
- Signet of Strength now increases the Strength attribute and the attribute of the weapon you are wielding, excluding a shield or focus. If you are wielding a sword when activating Signet of Strength your Swordsmanship attribute increases but if you are wielding a scythe, Scythe Mastery increases so it isn't limited to the warrior attributes. Together with the updated melee attacks I made these changes to improve the use of the weapons from secondary professions.
- "Coward!" has been given an IMS of 33% for 7 seconds. Since it's designed to snare fleeing foes giving it the ability to chase after them when they run away from you can greatly improve it's use, and mainly in PvP. It's set duration of 7 seconds also gives it good synergy with skills that require a shout for their effects to trigger such as Soldier's Defense.
- "On Your Knees!" has been changed into a shout version of Bull's Strike knocking down moving foes. This change makes it and easy skill to catch kiting foes.
I also improved the self-support of Strength a bit.
- Endure Pain now gives the user health equal to the health increase when it ends. It's duration has been set to 20 seconds and no longer scales. These 2 changes will seriously improve it's playability.
- Shield Bash now blocks on any attack and no longer just attack skills and causes a knock down to adjacent attacking foes. It now disables the attack skills of adjacent foes for a scaling duration for a short period of time.
- Dolyak Signet has received a few changes. It still prevents knock downs and gives an armor increase but the increase has been halved, instead it received an additional damage reduction. It no longer has a movement penalty but the amount of damage reductions have been capped at a scaling amount and the signet lasts halve the recharge time so it cannot be maintained. Although limited by an amount of hits this function makes it much easier to play outside tanking builds.
- Signet of Stamina has been moved to No-Attribute and functions as a condition removal in the same way as Antidote Signet. It removes 3 specific conditions: weakness, cripple and cracked armor, 3 conditions that really hinder the warrior. Weakness because it reduces the warrior's damage output, cripple because it prevents the warrior from reaching it's target and cracked armor because it increases the damage the warrior takes. Where Antidote Signet removes blind, poison and disease, the paragon's Remedy Signet could be used to remove the remaining conditions daze, deep wound and bleeding. Burning has been excluded due to the short duration and only focuses on damage instead of reducing effectiveness.
To give the warrior a bit more party support I changed 2 shouts.
- "I Meant to Do That!" now gives you energy as well when you are knocked down.
- Flourish has been changed into a skill that can remove a hex and reduce the duration of hexes, a hex removal is something the warrior lacks. It can also remove conditions and reduce the duration of conditions and gives health regeneration and makes a good elite self-healing skill.
I primarily focused on survivability, both damage reduction and self healing. It offers multiple shouts and stances that increase armor rating but even when combined they are still restricted the +25 armor cap so they are ineffective when combined.
- "I Will Survive!": I moved this skill to Tactics and gave it an unconditional health regeneration and an armor increase. It still offers health regeneration for each condition but at a lesser amount.
- "Retreat!": This skill is now a bit more true to it's name and easier to use. Instead of offering a speed boost when there is a dead ally in range it now offers a 50% mobility increase unconditionally and reduces damage by 50% although for a short period with a long recharge and a drawback. This makes it more usable as an escape skill when your team needs to run away from an enemy.
- "Shields Up!": I changed it into a shout the reduces the damage of a single incoming attack for allies at a cheap adrenaline cost. This makes it easier to use and increases it's range of use.
- "You Will Die!": I changed it into a shout with a lasting duration that offers bonus armor penetration based on the amount of conditions on the foes you hit with your melee attacks. As initial effect it gives energy for each condition on the targeted foe. I changed the adrenaline gain into energy gain because the warrior already has plenty of adrenaline management options. Moving this shout to Tactics allows it to be used by warrior secondaries as well.
- "Victory is Mine!": I changed it into a shout that has an effect suiting the word Victory. Since the Victory skills all have effects that trigger when hitting a foe with less health this skill also gained such an effect. It now is a maintainable shout that gives health and energy whenever hitting a foe with less health instead of a one shot effect that stacks for each condition on target foe. To offer synergy with the other Victory skills it now increases the maximum health of the user to let them meet their condition more often. For it's initial effect it removes a conditions for each condition the targeted foe is suffering.
- "You're All Alone!" Has been moved to Tactics. I changed it into a shout that increases the critical hit chance against conditioned foes of melee weapons. The weakness condition has been removed and the cripple condition now scales with the attribute.
The stances of Tactics. Tactics has many stances for defense and a lot of them are quite obsolete in function (e.g. Bonetti's Defense, Deflect Arrows, Disciplined Stance, Protector's Defense, Wary Stance) but I tried to make them usable.
- Balanced Stance: I changed it into a maintainable stance and gave it an armor boost. However both the armor boost and knock down prevention have now only are in effect when not moving like "Stand Your Ground!", it's critical hit damage reduction still remains unconditional. It's PvP version cannot be maintained and ends after a knock down is prevented making it more difficult to use for casters as a knock down prevention.
- Bonetti's Defense: I reduced it's adrenaline cost and gave it a recharge and reduced it's duration. It can no longer be maintained but no longer ends early. It no longer gives energy whenever an attack is blocked but gives energy when it ends based on the amount of attacks that have been blocked. I designed its function on that of Defensive Stance
- Defensive Stance: It only sees a single change. It no longer gives adrenaline based on the amount of melee attacks you have equipped by the amount of attacks you have blocked.
- Protector's Defense: I turned it into a stance with a function based on that of Deflect Arrows. Instead of having a block effect that triggers on ranged attacks like Deflect Arrows, Protector's Defense has a block effect that triggers on melee attacks. It cripples foes that hit you with a melee attack. This makes it easier for you to escape from attacking foes.
- Gladiator's Defense: I changed it into an adrenaline skill and reduced it's recharge and duration but it still has the same duration vs recharge ratio, the damage also remains the same. It does not need a change other than a reduction in it's duration and recharge to make it more viable for play and a good match to the non-elite defensive stances.
- Steady Stance: Where Gladiator's Defense is a elite defensive stance that costs adrenaline Steady Stance is now an elite defensive stance that costs energy. It now has a 75% chance to block and prevents all knock downs for it's entire duration instead preventing only one. As an end effect I gave it an adrenaline and energy gain to fuel the other skills. This widens it's range of and allows it to be more defensive as well as supporting offense.
- Soldier's Defense: The only change it sees is a change in the scaling of it's duration. The scaling now starts at 2 seconds instead of 1. Since it requires you to take a second skill for it to have effect I lowered it's breakpoint.
- Soldier's Speed: I set the speed increase to and unconditional 33% and reduced it's duration. As the conditional effect it prevents you from being knocked down. For PvP Soldier's Speed cannot be maintained.
- Soldier's Stance: I swapped it's IAS and blocking effect. The IAS is now unconditional and the blocking effect is now the conditional effect. For PvP the conditional effect makes your attacks unblockable and cannot be maintained.
- Wary Stance: I changed into an adrenaline skill that reduces incoming damage by 75% and prevent you from being interrupted. This gives you time to catch a spike and safely use your survival skills.
- Disciplined Stance: I changed it's function entirely. It no longer is a stance but a skill that increases the duration of stances by 50% and gives you and armor buff while you are in a stance. I designed it as an alternative for Dwarven Stability and to compensate the change to "On Your Knees!".
The few attack skills of Tactics
- Soldier's Strike: I changed it into an adrenaline attack and increased and added an effect to it. Besides being an unblockable attack it can also remove a stance when the condition is met. Right now it simply is a Power Attack with an added conditional effect.
- Desperation Blow: I changed it into an attack that deals a large additional damage when it hits a foe with higher health. It should work nicely against more powerful high level foes and when you are low on health yourself when fighting a foe.
- Drunken Blow: An attack skill that is rarely used. It no longer is a duplicate of Desperation Blow but remains closer to it's original function that Desperation Blow. A main problem with this skill is that it inflicts 4 different conditions at random with a hefty drawback that the warrior can very easily inflict with the sword, axe and hammer. Instead of inflicting these conditions at random I decided to give it a function that inflicts new conditions based on those conditions instead. If you hit a bleeding foe you will inflict poison, increasing pressure of your foe. If you hit a foe with a deep wound you will inflict cracked armor which helps in a spike. Both the sword and the axe are able to easily inflict bleeding and deep wound (Sever Artery, Gash, Dismember, Lacerating Chop) but weakness is limited to the hammer only, so for the last condition weakness I went for cripple. Cripple is a condition that hammer cannot inflict and this skills gives the hammer the ability to snare foes without knocking them down. The drawback of being knocked down remains although it can be easily bypassed with Balanced Stance.
Well that's my warrior suggestion.