User talk:Bathory/Suggestions/Warrior
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Axe Mastery[edit]
Keen Chop[edit]
Lacerating Chop[edit]
- Bleeding has been kept weak on Axe Mastery to prevent breaking inter-attributed dynamics. Perhaps you shouldn't change that.
- That's what they said about bows too, right? In any case, I changed the suggestion to have both conditions happen only during the KD. The bleeding isn't as easily done, so that should solve your concern, right? Bathory talk 20:25, 1 June 2009 (UTC)
- I suppose. This skill is very meh anyway. By the way, Anet being sucky about inter-class/attribute dynamics isn't an excuse for you to be that imo. Dark Morphon 13:52, 3 June 2009 (UTC)
- I'm just suggesting changes and always try to keep skills within attribute borders. Bleeding was already on this skill. I added Deep Wound which is very common in Axe Mastery. How am I messing with dynamics there? Bathory talk 22:07, 3 June 2009 (UTC)
- Well, before you changed it, it inflicted Bleeding unconditionally. Dark Morphon 12:49, 4 June 2009 (UTC)
- Because I didn't believe it to be a problem. You expressed a concern, so I changed the suggestion. All I'm asking is whether you believe that this suggestion is better than the last because there is no unconditional bleeding. The Deep Wound would cover the Bleeding so there would be no WS problem, and it still requires a KD which doesn't exist in Axe Mastery. Bathory talk 19:41, 8 June 2009 (UTC)
- Yes, your current version is fine. Perhaps give it a 4 adrenaline cost. Dark Morphon 13:21, 14 June 2009 (UTC)
- Because I didn't believe it to be a problem. You expressed a concern, so I changed the suggestion. All I'm asking is whether you believe that this suggestion is better than the last because there is no unconditional bleeding. The Deep Wound would cover the Bleeding so there would be no WS problem, and it still requires a KD which doesn't exist in Axe Mastery. Bathory talk 19:41, 8 June 2009 (UTC)
- Well, before you changed it, it inflicted Bleeding unconditionally. Dark Morphon 12:49, 4 June 2009 (UTC)
- I'm just suggesting changes and always try to keep skills within attribute borders. Bleeding was already on this skill. I added Deep Wound which is very common in Axe Mastery. How am I messing with dynamics there? Bathory talk 22:07, 3 June 2009 (UTC)
- I suppose. This skill is very meh anyway. By the way, Anet being sucky about inter-class/attribute dynamics isn't an excuse for you to be that imo. Dark Morphon 13:52, 3 June 2009 (UTC)
- That's what they said about bows too, right? In any case, I changed the suggestion to have both conditions happen only during the KD. The bleeding isn't as easily done, so that should solve your concern, right? Bathory talk 20:25, 1 June 2009 (UTC)
Triple Chop[edit]
- That's overpowered. Every attack that hits deals +dmg and gives you adrenaline. So it deals 100ish damage (!) and gives you 3 adrenaline. Id say that's overpowered. Dark Morphon 18:43, 31 May 2009 (UTC)
- Maybe in areas of PvP like AB and RA. It's weak to blocking and axes have a varying range of damage. You could do 100 damage if everything hits, and all three attacks critical. The lowest damage is 6, right? So worst case scenario your elite would do 48 damage. It can't be used by assassins for higher critical rates, and each attack can be blocked. Do you really think that the +damage needs to be lower or even non-existent in PvP? (In PvE I really don't think the monsters would care, and it's not like it can be abused for farming) Eliminating the extra damage would make it a pretty weak elite, I think. Bathory talk 20:25, 1 June 2009 (UTC)
- It doesn't work like that. You getting in worst-case scenarios is actually more unlikely than you getting into the best-case scenario. Blocking is usually not much of a problem because you are using a skill that can be used any time you like (energy cost) and tbh, you will not waste a powerful skill like this on someone that is likely to block. 3 hits with an approximate damage of 22+8=30 is actually 90 damage, so I overestimated it a bit. But that is still 90 damage and 3 adrenaline at practically no cost. Eliminating the damage will reduce the damage to 66, which is still too powerful. You just have to make up a different function cause this aint gonna work.
- So making it adrenal with a 1 second recharge would make this suggestion better? I'm sure I've said it somewhere - I'm really not a warrior person. If this is adrenaline and doesn't fuel itself they'd still have to build to get it and the skill would have to be saved until it was the most useful, right? Bathory talk 22:04, 3 June 2009 (UTC)
- Yes, that would make it a lot better. I think that might be balanced indeed. Dark Morphon 10:51, 4 June 2009 (UTC)
- But what should the adrenaline be set at? If I took 8 from Sun and Moon, it'd be too much (in my opinion) because this is elite and that is not. Giving it 3 (1 adrenaline per extra strike) would be too powerful even if it didn't charge itself up... So. Would 5 be good? Bathory talk 19:43, 8 June 2009 (UTC)
- 5 is perfect. Dark Morphon 13:22, 14 June 2009 (UTC)
- But what should the adrenaline be set at? If I took 8 from Sun and Moon, it'd be too much (in my opinion) because this is elite and that is not. Giving it 3 (1 adrenaline per extra strike) would be too powerful even if it didn't charge itself up... So. Would 5 be good? Bathory talk 19:43, 8 June 2009 (UTC)
- Yes, that would make it a lot better. I think that might be balanced indeed. Dark Morphon 10:51, 4 June 2009 (UTC)
- So making it adrenal with a 1 second recharge would make this suggestion better? I'm sure I've said it somewhere - I'm really not a warrior person. If this is adrenaline and doesn't fuel itself they'd still have to build to get it and the skill would have to be saved until it was the most useful, right? Bathory talk 22:04, 3 June 2009 (UTC)
- It doesn't work like that. You getting in worst-case scenarios is actually more unlikely than you getting into the best-case scenario. Blocking is usually not much of a problem because you are using a skill that can be used any time you like (energy cost) and tbh, you will not waste a powerful skill like this on someone that is likely to block. 3 hits with an approximate damage of 22+8=30 is actually 90 damage, so I overestimated it a bit. But that is still 90 damage and 3 adrenaline at practically no cost. Eliminating the damage will reduce the damage to 66, which is still too powerful. You just have to make up a different function cause this aint gonna work.
- Maybe in areas of PvP like AB and RA. It's weak to blocking and axes have a varying range of damage. You could do 100 damage if everything hits, and all three attacks critical. The lowest damage is 6, right? So worst case scenario your elite would do 48 damage. It can't be used by assassins for higher critical rates, and each attack can be blocked. Do you really think that the +damage needs to be lower or even non-existent in PvP? (In PvE I really don't think the monsters would care, and it's not like it can be abused for farming) Eliminating the extra damage would make it a pretty weak elite, I think. Bathory talk 20:25, 1 June 2009 (UTC)
Hammer Mastery[edit]
Auspicious Blow[edit]
Belly Smash[edit]
Forceful Blow[edit]
Yeti Smash[edit]
Strength[edit]
"I Meant to Do That!"[edit]
"You Will Die!"[edit]
Berserker Stance[edit]
I Will Survive![edit]
Signet of Strength[edit]
Swordsmanship[edit]
Galrath Slash/ Silverwing Slash[edit]
Tactics[edit]
"None Shall Pass!"[edit]
Defensive Stance[edit]
Fear Me![edit]
Soldier's Speed[edit]
- May I suggest a scaled version that rewards higher Tactics investment? --Falconeye 05:52, 5 April 2009 (UTC)
5 0 10 - (Tactics) - Stance. (1...4...5 seconds.) You move 50% faster while under the effects of a chant or shout.
- At maximum then, that could be up 50% of the time (and if you use something like "Can't Touch This!" as your shout you're likely to have it up 100% of the time) so you'd be almost impossible to catch or run from. Keeping it at the same stats as Dash just makes it a safer suggestion to me, really... Bathory 06:32, 10 April 2009 (UTC)