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    Quote Originally Posted by G-M View Post
    I'll talk to our design team about Chest Splitter Madnex.

    One of the biggest issues I see mentioned with Warriors is that players want to run dungeons fast, and running with a Warrior is slower than running with a Rogue. Do you think that making Chest Splitter cancel wind-ups will speed up runs? Will a taunt-over-time effect speed up runs?

    I could see those two things definitely resulting in fewer potions and ankhs needing to be used which would be helpful. Do you think that's enough to make it worth taking a Warrior on a run even if it will slow the run down somewhat?
    Hi G-M
    Thank you for taking the time to review this post of Madnex.
    You have a valid point.
    Though the cancell wind ups will aid in removing the red zones which in thrn will allow for less stuns within the party
    and the taunts will give the dmg/dps class the freedom to do their thing, you are right, it will not massively speed up the runs.
    At this point one may look into the damage and or crit percentage of warriors and that if they are increased drastically to match the damage output of rogues in PVE ... This is one solution but it brings up the issue of warriors becomming rogues. Which i think is not the direction Madnex is trying to take as he sees the calue of the individual class identity.

    If such is the case then the maybe you can look at the mob debuff senarios where warrior skills massively debuff mob armor or better yet increase the stun percentage of warrior skills... I doubt any dmg/dps class would not like stunned mobs as they can prep their skills and kill quicker.

    If the approach is stat... Then damage will not help but crit will... Ive tested numerous gears and even experience rogues will notice... Thier damage is one thing but its their crit damage that really hurts. But this again is making a warrior into a rogue.

    Maybe:
    1. CS can cancell windups-to ensure party is not affected with aoe dmg and stuns and then:
    2. Taunt over time to ensure party is free to act
    3. Mobs debuffs - to ensure quicker kills
    4. Party buff - not sure which but who wouldnt want the extra buff ... specially since if its crit and only if its stackable stackable

    This may sound like over kill but if you look at the current social climate on warriors in parties, a drastic increase is necessary to change the consensus on warrior efficientcy in pve

    I hope this helps.

    Thanks

    Maarkus

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    Senior Member Jirikjurasek's Avatar
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    Quote Originally Posted by Maarkus View Post
    Maybe:
    1. CS can cancell windups-to ensure party is not affected with aoe dmg and stuns and then:
    2. Taunt over time to ensure party is free to act
    3. Mobs debuffs - to ensure quicker kills
    4. Party buff - not sure which but who wouldnt want the extra buff ... specially since if its crit and only if its stackable stackable

    This may sound like over kill but if you look at the current social climate on warriors in parties, a drastic increase is necessary to change the consensus on warrior efficientcy in pve

    I hope this helps.

    Thanks

    Maarkus
    In Nordr expansion warriors were needed in elite parties even without this.

    The only difference since that time are:
    1) Mobs damage - mobs get far less damage than before
    2) Players armor - rogues gear has too much armor value and in opposite warriors gear has too small armor value.
    3) Boss normal attack - is far lower than ever before. I remember when rogue/mage canīt survive Grimnr normal attack (scaled for full party)
    4) Juggernut - this skill add 500 HP since it was released. Warriors survivability with Juggernaut fall down as level go up. There has to be some scale with character level (2000 HP or more at lvl 46)
    5) Nekro - has far FAR better AA than Juggernaut. Damage reduction is 40% (Jugg has 30%) and it is for whole party. With 2 Nekros all rogues party have survivability as tank (better because of dodge)

    @Taunt over time: in previous expansions warriors were able to hold aggro on big amount of mobs. In combination with mages they can manage almost infinity pulls. If holding aggro is impossible on 5 mobs now, there has to be different problem:
    1) new mobs ignore taunts
    2) warriors are focused on damage and have incorrect skills for taunting

    Warrior didnīt have any party damage buff for speed up runs. Warriors was simply needed to complete runs because warr was the only class who can survive in the group of mobs.
    Last edited by Jirikjurasek; 09-24-2015 at 01:37 AM.

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