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    Senior Member Niixed's Avatar
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    Quote Originally Posted by Carapace View Post
    Hello everyone!

    The Adjustment

    The planned adjustment is to grant the warrior a maximum HP boost that scales based on your armor value. This is more interesting than a flat % of max health, or % based on level scalar in that it now has a synergy potential with armor stated items, jewels, and pets. As a % of armor obviously it will be subject to increases based on external buffs and the like provided by other player skills and pet activated abilities where appropriate. Here are a few examples of how the health bonus would scale based on your level and approximate armor values.

    • Tap - 10% Armor as health
    • Charge - 16.5% Armor as health


    Note that this is representative without jewels of any kind, without pets, and using the 5/5 Armor bonus passive and legendary gear. This 5% armor boost seems like a few points well spent and obviously complimentary given this change. A sword and shield used for the weapon slot to maximize armor from gear on hand. All gear used was purchased through the Store packs as a baseline. Again, all armor values here are more or less approximate based on testing and not a mean, average, or other related data point.

    ....

    So, thoughts?
    Juggernaut's lengthy cooldown means it is essentially a single-use skill in any given pvp battle. It's great to see the health boost portion skill finally be made scalable. My concern with attaching the scale to the armor value (other than the ridiculous permanent aimed shot debuff mentioned by Madnex) is that it would end up being confusing. Players would be stuck having to make a complex calculation to determine the actual benefit to them personally. It may be less interesting, but I support the level scalar where the health benefit is based on level. Straightforward is better when you're spec-ing in game, both for new players and veterans.

    Another thought is that it seems disruptive, unfair and upsetting to take away almost all of the expected benefit that shark (lower level pvp) warriors have had for years. If this change had been made during the level 26 cap you'd hear justified accusations that STS was nerfing warriors. Imagine the outcry retroactively... yikes! I think pinning the 300/500 health benefit to a 'fair' level like level 21 may be a possible solution.

    Tap (+10/lvl) Charge (tap*1.66)
    1 100 167
    6 150 250
    11 200 333
    16 250 417
    21 300 500
    26 350 583
    31 400 667
    36 450 750
    41 500 833
    46 550 917
    Last edited by Niixed; 11-12-2015 at 07:35 AM. Reason: Removed aimed shot at Aimed Shot

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