My principles are:
Warriors issue is that it encourage to activate cooldowns as soon as possible with no idea in mind
Here is how to fix it:
Passive:
Remove current tank mastry passive
Warrior will have 50% extra HP
Warrior heal 3% of their max HP of each attack action
1 2 3 combo will have 2 different effects
Storm Eye: damage increase to next cleave to 8%
Vitality Surge: life steal increase for next cleave to 6%
1 2 3 combo will give you 50 stack of rage
Inner release rework:
Once Warrior is under inner release
Inner release will have 2 different effect based on the buff storms eye or Vitality Surge.
If Storm eye:
Increase damage to 15% but consume health 3% for each attack action
If Vitality Surge:
Healing increase for all action to 6% of all actions
Inner release window is higher at least 30 second
Cooldown 60 sec
This is just an idea that I think could give extra utility and risk and reward aspect to the job
Continue reading...
- implementing risk and rewards aspect into the job
- Job identity
Warriors issue is that it encourage to activate cooldowns as soon as possible with no idea in mind
Here is how to fix it:
Passive:
Remove current tank mastry passive
Warrior will have 50% extra HP
Warrior heal 3% of their max HP of each attack action
1 2 3 combo will have 2 different effects
Storm Eye: damage increase to next cleave to 8%
Vitality Surge: life steal increase for next cleave to 6%
1 2 3 combo will give you 50 stack of rage
Inner release rework:
Once Warrior is under inner release
Inner release will have 2 different effect based on the buff storms eye or Vitality Surge.
If Storm eye:
Increase damage to 15% but consume health 3% for each attack action
If Vitality Surge:
Healing increase for all action to 6% of all actions
Inner release window is higher at least 30 second
Cooldown 60 sec
This is just an idea that I think could give extra utility and risk and reward aspect to the job
Continue reading...