So my primary role in this game, is warrior. i feel that the development team has put forth a good effort in trying to keep paladin and warrior balanced, however it still is not there. while we have been raised to a comparable level to that of a paladin in terms of defense, our offensive scale is sadly NOT where it should be. we are still slightly behind paladin in terms of mitigation ability, which IS COMPLETLEY OK! but as a trade off.... our over all damage capabilities should be expected to be WAY higher than a paladins..... however... they arent.....
heres some tweaks to existing abilities, and new abilities that i feel would help warrior shine more at dealing out that damage.... it would also remove the need to put in that terrible tank swap mechanic.
Some suggestions to increase warriors damage output by tweaking existing effects.
Defiance - Reduce damage penalty to 10%
Berserk - Remove pacification. its pointless for it to be there. no other offensive cool-down gives this large of a detriment. infact only ONE Other offensive cool-down gives any detriment, and its not that bad.....
Improved Fracture - Cut the TP cost in half, Remove it from the global, and allow it to not break chain.
Fracture is largely just a TP sink at this point in the game, as the damage it puts out is minimaly better in comparison to standard abilities. on paper its great, but its TP drain sucks, and the fact that i have to Put off either my enmity combo, or debuffing rotation to do it is stupid.
Increase our overall base damage by 10%... its a freaking greataxe... it should hurt when we hit somebody, but 99% of the time the damage is laughable .... i mean FFS... the marauder quest is about shattering BOULDERS with an axe half the time. don't see paladins doing that.....
or we could do New job abilities.... if you want to go that route.
Oor Dolg (Nordic for Battle Frenzy) This is intended to be analogous of Defiance
TP Cost: 0
Recast: 10 S
Cannot be used with defiance
Increases base damage by 25%
Reduces Healing Received by 20%
Prevents Bonus Enmity Generation from abilities
Abilities generate wrath (Infuriate, Steel Cyclone & Inner beast work with Oor Dolg)Inner beast: Restores 300% of damage dealt as HP – Increases attack speed by 5% for 8 secondsFury Break
Steel Cyclone: Increased Critical Hit rate. Critical hits Stun your opponents
TP Cost: 0
Recast: 0
Potency: 200%
Requires Enraged V
Only Useable with Oor Dolg
Consumes all Wrath when used
Delivers an area of effect attack
Additional Effect: Applies Current targets Warrior Debuffs to all targets in melee range, and refreshes their effect duration to their maximum. (works with Storms Eye, Storms Path, and Fracture)
** off of global
Rampage
TP Cost: 0
Recast: 5M
Duration: 30 Seconds
Only Useable with Oor Dolg
Grants 5 wrath
Lowers wrath cost for moves to 1 (maximum of 5 Wrath powered moves)
Additional Effect: “Exhaustion”
“Exhaustion”: Prevents any Wrath Generation for 60 seconds
War Cry
TP Cost: 200
Recast: 3 Minutes
Any Stance – Generates 2 wrath – No Stance – Recovers 400 TP
Oor Dolg: Lowers all enemies defense by 10% for 30 seconds
Defiance: Lowers all enemies Attack by 10% for 30 seconds
No Stance: Enhances the melee attack speed of all party members in range by 10% for 30 seconds
Tivar Hamarr (Gods Hammer)
Level 30
Tp Cost: 150
Potency: 125%
Recast 45 Seconds
Any Stance – Generates 1 wrath
Can only be used when 10-20 Yalms from target
Leap to your target and deliver an area attack to targets within range (range is equal to fire arrow radial icon)