So this idea just popped into my head tonight and I thought I'd toss it up here for the consideration of others and, with any luck, the dev team. It's pretty well known, though somewhat arguable, that Warrior has a bit of an identity crisis among the other tanks. I'd love to see the class move in a direction of more battle-rage and self-sustaining/healing over damage mitigation. To that end, what about this as a possible skill alteration?
Quote:
Thrill of Battle
Duration: 8 seconds (Instead of the original 10)
Increases maximum HP by 20% and restores the amount increased.
Additional Effect: Increases HP recovery via healing actions on self by 20%
Additional Effect: Duration increases by 1 second for each hit taken to a maximum of 10 seconds.
Recast: 90 Seconds (Same as original but open to change. Maybe 60?)
The maximum time could be played with, but I feel this would make a good addition to the job, as it would play excellently with the rest of the Warrior's toolkit while in combat, including N.Flash, Vengeance, and as always Equilibrium. With the way it is here, a single target fight will make it last the original 10 seconds. However in a pull phase of a dungeon it could last considerably longer, giving the healer more wiggle room to work with, the warrior more capability with the rest of their toolkit in the fight, and supports the identity of a battle-rage warrior by better fitting the namesake of the skill.
Thoughts?
Continue reading...
Quote:
Thrill of Battle
Duration: 8 seconds (Instead of the original 10)
Increases maximum HP by 20% and restores the amount increased.
Additional Effect: Increases HP recovery via healing actions on self by 20%
Additional Effect: Duration increases by 1 second for each hit taken to a maximum of 10 seconds.
Recast: 90 Seconds (Same as original but open to change. Maybe 60?)
The maximum time could be played with, but I feel this would make a good addition to the job, as it would play excellently with the rest of the Warrior's toolkit while in combat, including N.Flash, Vengeance, and as always Equilibrium. With the way it is here, a single target fight will make it last the original 10 seconds. However in a pull phase of a dungeon it could last considerably longer, giving the healer more wiggle room to work with, the warrior more capability with the rest of their toolkit in the fight, and supports the identity of a battle-rage warrior by better fitting the namesake of the skill.
Thoughts?
Continue reading...