User:Raine Valen/Underpowered Skills/Warrior
Warrior Skills[edit]
"Charge!"[edit]
- Added due to shabbiness compared to non-elites like "Fall Back!".
- Suggested functionality changes:
- This is my suggestion:
- Make it more like a party-wide Enraging Charge, while still keeping the kiting possibilities for casters in the team. 145.94.74.23 08:44, 3 December 2008 (UTC)
- Besides, the skill's name, in my opinion, anyway, implies a party-wide Enraging Charge. Ryuu 22:00, 10 December 2008 (UTC)
In PvE, "Charge!" is mostly inferior to "Fall Back!" for actually moving the party, but it will never be totally obsolete for Warrior runners. (Now, whether Warrior runners are obsolete is another matter entirely. :) ) Vili 09:12, 3 December 2008 (UTC)
Charge is not underpowered at all. I suggest removing it from the list entirely, it's been run since the beginning of the game when the entire party needed a speed buff. Fall Back has nothing on it in terms of quick and constant maneuvering - 8 out of 25 seconds is a joke when it comes to getting anywhere. -Auron 14:48, 4 December 2008 (UTC)
- When was the last time you saw a guild running "Charge!"? I mean, it's not a bad skill in and of itself, but there are just so many other things that are generally more useful. If you were to run "Charge!", what would you be sacrificing? Is it worth it? Raine - talk 16:36, 4 December 2008 (UTC)
- Yes, that's what guilds have to decide. Your goal shouldn't be to buff it to ridiculous proportions to force guilds to run it. When it becomes so good that every guild can use it without thinking, it's too powerful.
- You run it when you need it. If you have a bunch of melee that need to hit kiting targets, bring it. If you have a 4/4 split, giving a warrior charge can make his entire split team faster than the enemy. Monks, necromancers, mesmers etc don't have speed buffs for a reason - it's not in their design. Throwing a 3/4 maintainable speed buff on them would be breaking the game. -Auron 16:43, 4 December 2008 (UTC)
- Okay, 3/4 is a bit much. But as it is now, having two 100%+ uptime snares with lol recharges works better than what Charge would do in its place. Charge isn't viable when there are other, better options for accomplishing the same thing. Raine - talk 16:53, 4 December 2008 (UTC)
- Like...? - Auron 11:04, 9 December 2008 (UTC)
- For creating a difference in movement speed, hex snares are (and will continue to be) prevalent. No, they don't help in covering distance, but they're much more effective in manipulating movement mid-engagement. Raine - talk 00:23, 18 December 2008 (UTC)
- Eh, not really. Charge on a 4/4 split and run around the map. Either the enemy team camps in their base and loses morale or they try to outrun you and you kill NPCs every minute. It's a win-win situation. You have to actually be in cast range for snares to work, and since they've got snares too, you generally don't want to get that close if your goal is running around the map. -Auron 12:54, 3 January 2009 (UTC)
- Yes, and once you actually fight the other team, the fact that their warriors haven't wasted their attribute points to get at least 50% uptime from Charge (min 9 attribute level) means that their attacks deal more damage, they haven't wasted their elite and can thus snare with crippling + a cover in a single second, stop a player from doing anything for 4 seconds, spike or spam adrenaline skills like an idiot and the fact that they still have enough energy for frenzy (or flail) means they are slightly better off than you. And if both your warriors run charge, then you fail badly. If only one warrior runs charge, its not insanely bad a disadvantage, but it means you have to dedicate your entire strategy around a 4/4 split, because charge is useless in any other situation. Still, I can see your point that it is viable, but the fact that its greatest advantage over a non-elite is not especially great makes it need a buff (though not an aggressive one, nor an urgent one).Crimmastermind 13:42, 3 January 2009 (UTC)
- Eh, not really. Charge on a 4/4 split and run around the map. Either the enemy team camps in their base and loses morale or they try to outrun you and you kill NPCs every minute. It's a win-win situation. You have to actually be in cast range for snares to work, and since they've got snares too, you generally don't want to get that close if your goal is running around the map. -Auron 12:54, 3 January 2009 (UTC)
- For creating a difference in movement speed, hex snares are (and will continue to be) prevalent. No, they don't help in covering distance, but they're much more effective in manipulating movement mid-engagement. Raine - talk 00:23, 18 December 2008 (UTC)
- Like...? - Auron 11:04, 9 December 2008 (UTC)
- Okay, 3/4 is a bit much. But as it is now, having two 100%+ uptime snares with lol recharges works better than what Charge would do in its place. Charge isn't viable when there are other, better options for accomplishing the same thing. Raine - talk 16:53, 4 December 2008 (UTC)
"For Great Justice" (PvP)[edit]
For Great Justice! (PvP) For Great Justice! (PvP)
- Added due to recent nerf; having a slight adrenaline bolster for eight of every 45 seconds is hardly worth a skill slot in most builds.
- Suggested functionality changes:
- Anyway, here is the new functionality 5e 20r "Shout. For 3...10...12 seconds, you gain 1 strike of adrenaline whenever you hit with an attack." Link to Strength.
- "No attribute" skills are bad for the game. Contrary to what Raine posted above, unlinked skills CAN be moved to an attribute. (The wiki doesn't document it, but a long time ago, before the official wiki, Crippling Shot used to be unlinked, and was later linked to marksmanship.)
Thrill of Victory[edit]
- Added because it is inferior to Victorious Sweep. Thrill of Victory is completely conditional, not linked to a main attribute, and has a longer recharge.
- Suggested change- 5e 4r "Strikes for +10...34...40 damage, if you have more health, gain 0...2...3 strikes of adrenaline."
Seeking Blade[edit]
- Added because Bleeding is inferior to Deep Wound and knockdown.
- Suggestion
- Change Bleeding to Crippled, or even make it apply bleeding AND crippled. --The preceding unsigned comment was added by User:72.71.229.129 (talk).
- Sword attack.
10 ¼ 10 Throw your sword at target foe. The sword flies unerringly towards your target, striking for +21 damage and causing bleeding for 26 seconds. --Jette 18:48, 2 January 2009 (UTC)
- You mean, "**Sword attack.
10 ¼ 10 Throw your sword at target foe. The sword flies unerringly towards your target, striking for +37 damage and inflicting a deep wound for 13 seconds." Raine - talk 09:42, 4 January 2009 (UTC)
Skills that take effect when blocked just suck in general though.Even if you HAVE your effect if they COULD block it then youre pressure output would still be far better if you switchd targets but even that isnt garanteed Lilondra *gale* 15:23, 7 January 2009 (UTC)
- The best melee attacks that take effect when blocked cause knockdown, since it means that enemy monks effectively run blockway/aegis webs without constant threat of spammable, non-elite knockdowns with no real penalty.
- Okay, how about this: Skill. Your next 1...4...5 sword attacks cannot be blocked. Raine - talk 06:12, 8 January 2009 (UTC)