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#46 |
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Registered User
Join Date: Oct 2007
Posts: 87
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It did not work so they removed it. The additional ranks were adding nothing when parsed. There was a post on this on the zerker boards.
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#47 |
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Registered User
Join Date: Jul 2007
Location: CO
Age: 32
Posts: 314
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dang that sucks we need to come up with something else then
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#48 |
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Registered User
Join Date: Jun 2009
Location: Michigan
Posts: 8
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Lots of good ideas in the thread, but the favorite I see would be the self-root.
Call it "Wall of Determination" or something like that. When active, the warrior cannot be pushed or moved from his chosen ground. If you have to give it a downside, then make it a genuine self-root--you can't move from that spot until it wears off. |
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#49 |
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Registered User
Join Date: Jul 2007
Location: CO
Age: 32
Posts: 314
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Gonna start cleaning this up a bit to get it submitted so any last ideas or thoughts by the end of this week will be really helpful since i'm gonna be tied up at work ( moving into a new shop and lost 2 guys last week so busy as hell )
/beer to everyone who has posted |
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#50 |
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Registered User
Join Date: Jul 2007
Location: CO
Age: 32
Posts: 314
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Rough copy of the ideas in this thread if i missed any plz post it below still needs alot of cleaning up but we better hit em with something this round
1. reduce timer on shield topple 2. increases health % requirment on opp. strike 3. new jeer with stun/85 4. put real damage on gut punch or knee strike like 1k or so 5. reduce reuse of projection 6. NO MORE FREAKIN LEAP AA"S I'm not a damn frog 7. remove end regen disc from runes timer or shorten reuse 8. fix runes disc 9. increased duration of spires 10. new dps disc that doesn't have stacking issues w/ 7th/warcry/AOH 11. reduce reuse on gut punch/kneestrike or increase duration 1, Adding CS procs to our kick/bash like 1 CS- Level or something 2, Healing Gift for PR/Potions(They've said no several times, But i want it) 3, fake or ghost (Or IMHO Real) damage added to our mainhand when using a shield, not concerned about DPS really, The goal is to have better agro when using a shield, like SS should have done, would put our main hand closer to knight ratios too. but the goal for me was just loads more agro when using a shield. 4, Innate Guard procs. Something like 5% with a 10k pool that procs like 10x a min or something, to get our defensive edge back 1. An innate boost in mitigation (double or triple what we now have) 2. Agree take off elemental/chrom/corrupt dmg and give us the same amount in REAL dmg 3. SS should be an agro boost or create a new line for when we have shield in we have an agro multiplier (40% to 50%?). 4. 36 second dps disc on separate timer than others 5. 30% mitigation disc that lasts for 1.5 to 2 mins on different timer with a longer reuse. When we have low war numbers we need to be able to help more. 6. Disc that allows for a large percentage of procs to go off for 4 tics for agro purposes 7. AA to make PR to crit 8. An AA that will give us a 275 hp regen/tick AND/OR a slight attack boost for 3 minutes. (for soloers...anything will help) 9. AA that will give us an AE agro boost with no dmg component with the same reuse as Maelstormblade (think thats the name) 10. More AC AA's war only!!! Off hand weapon AC not subject to cap. You would still need a shield for heavy duty stuff due to low weapon AC, but would be something unique to our class New AA: Relentless Stamina (passive) When the warrior becomes berserk they begin to regenerate endurance at a greater rate while they remain in enraged, a warrior in berserk will continue to be a ferocious opponent until they receive healing or death. (a way to improve endurance regen and a reason to have a cleric try and keep you there, aside from awesome crits) Riposte Specialization (passive) The warrior over many years has discovered how to strike back at a higher rate when struck at by an enemy with a melee weapon. (enough to give us a slight increase in dps, and mitigation, we don't riposte for nuts the amount of times we get swung at) new AA (unique to our class) Real Master of Arms and Armors (TM) You are the unique and real master of every tools of close combat, letting you perform with each of your arms what other can't. You can now equip a shield in mainhand, letting you dual shield if you wish so, or use only a weapon in your offhand if you wish so. => we can super tutle if we want, and the kinghts not being DW class won't be ever able to do so. with allour aggro discs and almost a working Taunt, we will be able to make a tank rotation with a super turtle warrior with unparalleled mitigation at the cost of no DPS (no weapon) and elusive aggro (limited additional aggro, so basically the head start he will taunt from the previous MT, plus a projection & co). if we can get this, them it opens up new possibilities for design, like more shields with procs so that we can dual bash to get some procs an thus some limited aggro. moreover dev can design raid target super spiky or with some super powered scaling up. moreover they can fixed the "no ripost" bug from monks aura et return kick without breaking appart our aggro in enrage has we can put our shield in mainhand and keep the weapon in offhand only (thanks slipery attack). Gift of Endurance line? No good idea on how/when it should fire, or more END regen aa to compensate Evasive upgrade w/ no DPS penalty. Perhaps make it directional (parry?) Fearless, War Steed, hmm what else can we steal from the Knight class tab? AA that makes us immune to push, summon, knockback and/or gflux type spells. WAR-Only innate shielding, or increase shielding cap for Warriors End regen discs moved to their own timer (currently locks out Armor of Runes) add a 3DMG EB Lore 1H aug (if Knights can afford to forgo aggro in favor of 4DMG, a Rune, Lifetap, or AC aug on their 1Handers that's their privilege), a reissue of that 6DMG CSIII aug with an up to date proc. clickies for non-raiders that substitute for SoTP and Aten's gloves, upgrades to those for raiders - neither advantaging Paladins by having a Healing Light stun trigger. and Warrior combat HP recovery including at least double our current HP regen and an updated Healing Will delivering direct HP's, a goodly amount, and a reasonable refresh (on the order of every 10 minutes). A version of Healing Will that heals for 80% of what a paladin does in full burn heal mode. without the "getting hit breaks the disc" part. Gift of end line same as gom line ( knights got gom in UF ) its only fair they fire off a terror get a gom proc and get a mana free terror so we should be able to proc off jeer/ field armours or any disc that costs end the coding is there just needs to be swapped from mana to end hell i might even load some of those old worthless discs like knuckle crush if i had a chance to fire it off for free Add a semi-big heal to killing spree. AA to reduce the reuse timer on Press The Attack and Grapple would be nice I want the ability to run multiple aura's. So that way I can use my Guardian Circle, and Circle of Power clickies while still having Champions up. With the way it is now, I need another war in group so that one of us can have aura up, and the other use clickies - then switch on a tank swap. I'd like to see an upgrade to Finishing Blow to remove the "fleeing" requirement for 10% health & under mobs. Also, maybe an additional upgrade to Finishing Blow to give you a 10% chance to score finishing blows when mob is below 15% & 20% health. Perhaps an ability to utilize an offhand weapon as a shield, to include both the AC overcap benefit of using a shield & shield block . Abilities that give us a big HP advantage. Like 5-15k, both permanent and triggered (AA using endurance), stacks with Defensive. Warriors should be a HP reservoir. 2. AC superiority, in AA form or whatever. 3. Substantially higher HP regen. On the order of 3-5 times more. Any of the above three would make Warriors unique in some aspect again, either in having unmatched HP's (by a large margin like it used to be), higher ac (again, like it used to be) or unmatched regen capabilities (it would be new, but would fit our class... perhaps shared with monks). 4. Healing parity. A cleric healing a Warrior should use the EXACT same amount of mana as one healing a Shadowknight or a Paladin, in light blue group content. This means our damage reduction advantage needs to be enough to compensate for their self-healing abilities. It also means the Promised line should trigger on the Cleric's AA, not the Paladin or SK's AA's. 5. Some form of endurance to hitpoints conversion that works while (solo) tanking. Goal: to allow a Warrior to solo a single mob in current content without dying. It is fine if Endurance and HP bar are near empty after this. Reason: a warrior should be able to kill a single mob agroed by accident without having to flee... 6. A short timer on-demand ability to compensate for sloppy healing. Similar abilities that accomplish this goal are: Mend, Monk epic click, Monk Stonestance line (all on timers less than 5 mins). Warriors have Fortitude and a self heal/dot atm, both on 30+ minute timers. We need something on a shorter timer. Gut Punch qualifies somewhat... atleast I use that when DI fires or I go low HP. Whether it helps at all is questionable though. Ideas that I liked: 1. Big heal after a killing blow. This would help soloing in lower end content. To prevent exploits, leave a buff that prevents a second heal from landing for 1 to 2 minutes. It would not help in high end content, as a Warrior would need to be able to kill a mob on a single hp bar to get any kind of heal. 2. Higher Shielding caps (spell shield/dot shield as well maybe) 3. Fearless 4. Defensive/Evasive upgrade 5. Reuse reduction timers on the above 6. Duration increase timers on the above 7. Guard/Vie style procs.. must stack with Vie line though or they're pointless. 8. Change Hold the Line to increase HP's by said percentage. Much more useful. 9. AA's that make DI do more healing (since Clerics apparently again did not get an upgrade...) 10. Remove restrictions on /shield. 11. And I want a pony too. Other useful AA welcome too. - No more Leap crap - No more hastened/extended crap unless it is SUBSTANTIAL. Substantial would be like Monks getting their Immitate Death AA reduced from like 30 minutes to like 3 minutes. Hastened Tenacity, Furious Leap and Extended Commanding Voice and Shield Reflect are slaps in the face. 12. ENRAGED ability for warriors, triggers automatically on 10% HP, once every 10-30 mins orso. 13. AA that give us a 4 hit Rune when DI fires. No more DI firing and dying anyway. 14. Second Life style AA/Tribute, but instead of DA it procs a X hit Rune. Note that the Tribute version that procs DA is useless Just an idea, an AA that increased the probability of a critical heal occuring the lower the health of the tank. Likely there is a lot of coding issue of having Char A's heal check Char B's AA, but it's just a wish anyway AA INSTA SHRINK 2 sec recast and able to target others give me a warrior only 5 rank AA that gives mitigation (.5% per rank). That gives us a big enough dif. on raid mobs and keeps the balance for groups. It's simple enough to code, and shouldn't throw off balancing too bad, nor create a need to retune anything 1. <passive> Runic or small rune proc added too -Infused by Rage- 2. increase the dodge %'age of commanding voice 3. more ranks of Armor of wisdom 4. <passive> -Crippling bash- grants a chance too deliver devastating blow too an opponent lowing there Armor class, strength, and accuracy for a short period of time while wielding a shield. 5. <passive> Immune too charm 6. <passive> -Double tap- grants a chance too score double shield topple 7. <triggered> -Berserk- Imbues the warrior with the power of rage further increasing his offensive and defensive abilities too the point of exhaustion the cost is heavy. -Endurance wise- 8. <triggered> -Warlord's discipline- Endurance regen buff more or less a 2nd fourth wind but a aa just change magician mod rods so that you convert HP to Mana and also increase Endurance for the same amount as Mana - that would be FAR more useful to everyone Charm immunity Fear immunity more than 30 secs ....... Endurance regeneration and increased endurance pool aura for us we can then also have the AA to run two auras so we can do ac and endurance regeneration buff for group or perhaps raid wide Aura Offensive Reinforcements - something like swarm pets but this instead calls fourth fellow warrior npc's to aid them or the warrior uses his "warrior spirit" to summon fallen warriors and we can get some cool undead dps pets :-D Defensive Reinforcement - Summons a warrior that will /shield the warrior to mitigate some of the damage done, this can have ranks where it will absorb 50k dmg / 100k dmg / 150k dmg. This can be the 2nd defensive disc that most want Hold Your Ground - a temporary (perma root) even if it lasts only 30 seconds Force Proc - Was mentioned previously but I like the idea of increased proc rate even if it's very short duration (would likely only affect worn and/or innate procs and not spell) For Disc I'l like to see an upgrade in Mighty Strike line, maybe call it Mighty Onslaught Discipline and causes every hit to become a crippling blow How about something like 'Stand still dammit!', can only be used in melee range, and roots both you and the mob preventing any movement including push We aren't a pet class, so making us have to buy pet AA is a ridiculous concept. I'm hoping we can get them to focus our Projection of Furys attention to the target we select, not whatever first hits us after being called. /autoBash - say the first three levels gets you to the current speed of bash, the next three makes bash do more damage. Bashproc - give us a proc that can go off while bashing. Something that will allow us to hold better aggro with a shield. Say the first four levels are Anger I/II/III/IV the next four increase the frec of the proc Weapon Specialization - Like caster but for each weapon type. Each level would allow you to raise the skill, with all but one capped at say 100ish Like: Specialized 1H Slashing - allows you the chance to perform a high damge slashing attack. Specialized 1H Blunt - allows you the chance to perform an Stunning attack. I think pierceing could have some sorta dot to it. The 2her's would be the same with just higher damage. Since this is just damage and say stunning blow from a weapon, it wouldn't add much aggro. Another level or two of Sinister Strike to increase the DB of the off hand weapon I WANT HATES ATTRACTION, if you haven't seen it its kind of a summon vs npc. Basically it battle leaps mobs, but it pulls them toward us instead us at them. Shadow knights get it and I want it. The illusion on activated AA abilities seems to be a trend, perhaps we could get the bloodmoon wereorc form on some short term DPS boost, or even defensive. Iron golem illusion defensive. lol EDIT : nah... illusion Rallos Zek dude... defensive plus massive AE dps at the same time They have said "no" to this suggestion before due to overpowering agro issues - however unless you have a pet weapon for Synarcana in Tower, you're pretty much useless as a melee. That being said, I would like something called "Warlords Command" which allows us for a short period of time to somehow have greater command over our weapon procs. Perhaps not saying 100% proc rate for X amount of time, so it's not considered too out of balance - but rather saying 70% proc rate on total swings for X amount of time, with a somewhat reasonable refresh rate (6, 8 minutes?) See rangers Imbued Ferocity AA for 100% proc rate over 20 seconds. Yes, they also got the specialized AA for blunts, pierce, slash, etc Last edited by Konair; 02-21-2010 at 12:32 PM. Reason: updated |
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#51 |
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Registered User
Join Date: Jun 2009
Location: Michigan
Posts: 8
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Just curious, wtf is our Opportunistic Strike timer tied to our Jeer timer anyway? I never have understood that.
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#52 |
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Registered User
Join Date: May 2006
Location: Alaska
Posts: 531
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Too make you choose between agro and dps.
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#53 |
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Registered User
Join Date: Apr 2004
Posts: 325
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For gift of endurance aa, just make it so it gifts us back X amount of endurance (100, 200, whatever) instead of a free use of our next endurance based ability. Otherwise you'll stare at it in frustration as you have nothing up that is currently useable.
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#54 |
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Registered User
Join Date: Feb 2008
Posts: 107
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That sounds almost more like the Sympathetic procs that casters got. When you use a detri spell has a chance to give back some mana.
An aa with that effect for endurance would be nice. |
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#55 |
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Registered User
Join Date: Apr 2003
Location: Rivervale
Age: 33
Posts: 745
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It exists already, its called killing spree
Couple it with finishing blow and you get a fair amount of endurance back.
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#56 | |
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Registered User
Join Date: May 2006
Location: Alaska
Posts: 531
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Quote:
You want a big self heal? Max Warlords Tenacity Want heals to hit you for more? Hold the Line Want a return on Endurance, refer too quote. Someone mentioned changing Hold the line into a direct heal........refer to warlords tenacity and leave this uber AA alone. Outside of our discs its like one of the most helpufull tools we have people. Whyle I would never turn down being able to duel wield shields, and whyle I could see how the power would be balanced by the lack of agro generation I honestly dont see that ever happening. Haveing our offhand wpn's AC unaffected by the softcap is my personal favorite from the list, whyle still probably a longshot seems a little more pitchable of an idea. Should be pitched as a tank archtype AA /nod. I wouldnt mind shareing this with knights......
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#57 |
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Registered User
Join Date: Jul 2007
Location: CO
Age: 32
Posts: 314
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I'm trying to stay non partial on this however i agree leave hold the line as is
and warlords tenacity as is but on the killing spree it only effects non trivial cons if it affected all mob levels i would be happy with that i still don't think it would fire enough to fix the unbalnced mana/end issues we are seeing though due to wizrds and mages firing off the big nukes or even competing with rogues holding back that last back stab or monks holding off on that last big kick trying to get the same results to regen end |
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#58 |
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knows that Teir'Dal are superior
Join Date: Jul 2003
Location: Neriak
Age: 37
Posts: 1,671
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I dunno about it being a long shot.
With the DPS between turtle and DW mode being so close I don't see offhand AC cap being over powered. Over the years my only dud AA request was buff block. (They made that a feature instead) Almost everything else got put in ![]() It all comes down to coding difficulty I think. |
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#59 |
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Registered User
Join Date: Jul 2007
Location: CO
Age: 32
Posts: 314
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I don't remember if its in there but i am also gonna add aa shrink since i changed to a ikky lol
and after 28 illision clears and god know how many in sof still no fast shrink item lol /hide |
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#60 |
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Registered User
Join Date: May 2004
Location: Colorado Springs
Posts: 1,668
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Killing spree is worthless in new content since no mob is trival. I think we should get an aa that allows us to proc an endurance regen for 5 ticks at 50 end per tick or something. This shouldn't be too hard.
I really want to see a boost to our mitigation thats solely war only and don't whore it out to every other class in game.
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