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View Full Version : Warriors, my take.



Aradorn
01-17-2005, 03:50 PM
Theres been alot of discussion about warriors and their roles, ability to tank, dmg output, pvp, etc... So Ive come to the conclussion why fight it?

Why build a warrior template centered on dmg, when most classes are still going to out dmg us anyways. I mean what benefits do we get from it? Our DPS is still limited to our ability to generate rage with no ability hits.

How would I fix it? The ability to gain rage without being hit or hitting another mob/player while in combat. So basically you would generate so much rage per second while in combat on top of your rage generated in normal manner of hitting.

This would allow us to generate more rage to use our special abilities that help our DPS. (No i dont want to outdmg a rogue or mage, i just want to be able to feel decent about my dmg output wihtout having to worry about a string of critical hits just to boost my dps)

Stances- I honestly think this is where the warrior problem lies. Right now what is use of a stance other than determining what skills you use? Why even have them at all if they arnt going to do anything useful? My solution?

Give each stance a set of bonuses and penalties that would make warriors unique and enhance their roles in both pve and pvp. For example,

Bezerker Stance - Maybe grant a % bonus to hp (like 10% or something) but also make them take more dmg. Also, when i think of a bezerker I think of someone on a rampage swinging really fast and hitting things really hard. Maybe give warriors a bonus to dmg and their attack speed while in bezerker stance and take away the crit bonus.

Battle Stance- increased chance to hit (would help with the dual wield miss %). And perhaps increased dmg but not as much as zerker stance.

Defensive stance - Increased armor rating and chance to block. Decreased dmg and Increased chance to parry an attack. Also increased hp (more than zerker stance)

each stance would have 1 or 2 abilites that define that stance and make it worth using depending on the situation. THis would mean that stances arnt just hindering what skills we use etc...

ok these are just a few ideas though id post um...

Ralrra
01-17-2005, 04:09 PM
Have you played a warrior? There already are bonuses to the different stances.

Battle: No penalties, regular damage, regular damage taken, a "balanced" stance.

Protection: 10% less damage taken, 10% less damage dealt

Bezerker: +3% chance to crit, 20% more damage taken (or did these #'s change?)

Aradorn
01-17-2005, 04:22 PM
yes i play a warrior and zerker stance is 10% increase now

what im saying is bonuses that are actually useful. the only bonus that is somewhat useful is 3% crit chance but thats because i have it coupled with +10% from talents when i use my ravager...

How are the bonuses from stances even useful to a warrior? Obviously you dont play one... Improving the stances would bring a major uplift to playing a warrior.

The ability to have maybe +10% increase of hp coupled with 5% increase in attack speed and dmg, at the sacrifice of 10% dmg increase or something would be awsome.

Of course they would be tweaked but im talking about giving warriors the ability to pick a stance based on bonuses granted not what skills you can use while in the specific stance.

But the bonuses have to be worth something. 3% crit chance just dosnt warrant using zerk stance outside of needing it for pummel or intercept.

All I am asking is a tweak for stances that would make them more useful than their current state...

Iceman
01-17-2005, 05:49 PM
My conclusion from what I have come to understand about this class is that:

A. We need a better rage generation method.

Charge is nice, but rather incomplete. The solution because of the constant charge syndrome in beta, has now completely forced our hand. I personally favor a method of X amount of rage generated per tick. Though I think then the amount we get via a single hit would have to be tonned down.

B Tactical Mastery should be a skill not a talent.

It is practically mandatory for our class, good warrior switch stances constantly, yet the fact that we lose all rage when we do it without this talent is ludicrous.

C Make heroic strike an instant cast attack.

It would have to be balanced apprioriately again, yet something like a straight damage instant cast style damage would not damage our class and would actually make the darn skill useful again.

D Warriors should have a damage mitigation skill.

A basic skill similiar to a block, meaning that X amount of damage from any attack would be ignored. Maybe only melee damage, if mages start to complain. The reasoning being that a warrior at high levels knows he will get hurt, but can cause damage to in less vital area.

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Could this work, no idea. A bit too radical, but it is nice to contemplate how to fix this class.


Iceman

Blacktastic
01-17-2005, 09:32 PM
I don't believe warriors who focus around damage are trying to become the rogue's in plate armor. I believe they focus around damage so they can hold aggro more efficiently. I don't know this for sure since I rolled a shaman after seeing how badly my 60 warrior did near the end of CB.

Aradorn
01-17-2005, 10:16 PM
but even still, we dont do enough sustained dmg to efficiently hold agro. So I rely on skills like demo shout, sunder armor to induce more agro

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