Strength/Arms Needs Another Pass (pvp/wvw) (Newly edited) (2024)

(Edited after hearing some good ideas)

Strength got some love finally but it still feels lackluster to everything Defense provides. Defense can give adrenaline, health regen, and condi removal with extra damage all in one trait line.

Strength has some staying power now but needs more to compete:

  • "Forceful Greatsword" renamed to "Two Handed Master". This trait now applies to every two handed weapon, not only Greatsword. Greatsword's reduced cd is now baseline.Additionally, grant yourself 3 adrenaline for every 5 stacks of Might.

Might Makes Right should honestly just be in a minor trait. This traitline needs more survivability for competitive modes, and MMR in particular is overshadowing other GM traits.

  • Combined MMR with Building Momentum, and renamed it to Might Makes Right. Renamed "Pinnacle of Strength" to "Crushing Fortitude". This trait now additionally removes 2 conditions for every 5 stacks of Might generated.

This would require a new GM to replace MMR. This would free up players to choose which GM trait they want depending on their style:

  • (new GM trait) MonstrousMobility- Your next mobility skill'scooldown is reduced by 100% and grants 3 stacks of Might for 6 seconds, with a Cooldown of 10 seconds.(It would help to have the glowing icon effect around the available mobility skill as players are used to concentrating on other skills once one has been used).Grant yourself 2stacksof Might for 6seconds anytime a mobility skill is used.

Body Blow needs a small amount of love also. Adding a small amount of extra damage to cc effects would make it more enticing. Also extending the Weakness duration would allow for the trait to shine a bit more.

  • CC'ing an enemy activates minor Fierce Blow. This skill cannot critically hit, and still applies Weakness for 3 seconds. (Minor Fierce Blow- damage foes for 400 and weaken them). Weakness Duration increased by 15%.This skill still applies Bleed.

Peak Performance is alright but could use something to help it out.

  • Peak Performance- In addition to it's other effects, Physical skills grants 2stacks of Might upon activation for 6seconds. Additionally, Physical skills ignore Blind.

Restorative Strength has gotten better recently but it is demonstrating just how much Warriors depend on Resistance in Defense. As this duration of Resistance still doesn't feel like quite enough.

  • Increased Resistance duration from 4 to 6seconds.

Berserker's Power can be frustrating due to needing to land Burst skills for it to activate with most weapons. Now you will be able to do more consistent damage worrying if your burst skill landed or not. Basically you would be doing more damage consistently without worrying whether or not your burst hits. But if it does hit, it'll hit harder and feel more rewarding. In an attempt to curb power creep though, due to MMR being baseline, the damage in pvp/wvw would come down slightly. However, due to not needing to land the burst skills for this to activate, and having Burst skills hit harder due to this activating earlier, the overall dps would slightly increase or stay the same.

  • Berserker's Power- This trait now activates immediately upon use, regardless of hitting an opponent or not. Reduced damage to 6% per bar of adrenaline used in pvp/wvw only. The duration is unchanged.

Brave Stride is a good skill, but a small touch up would keep it in line with others.

  • Brave Stride- Increased duration from 2 seconds to 3

Great Fortitude would be in a similar camp, being good on it's own but needing a touchup after the other traits get love to compete.

  • Great Fortitude- In addition to it's other effects, increases Might's healing by7per stack of might.

These buffs/reworks would help Strength stay competitive against Defense.

Arms needs even more work. There's no sustain, no cleanse, only damage and adrenaline and condi. Giving the Signets traits here a buff so that they're usable and competitive would be a start. Something like Signets could have their passives maintained during cds, andthe signet passives and actives are very slightly better (200 Toughness instead of 180 for Dolyak with slightly better heal on active, 66% endurance regen instead of 50% for Stamina and grants 3 seconds of vigor on active, slightly better adrenaline generation and 5 stacks of might on active for signet of Rage, etc.). This would help entice people to consider using Arms with Signets for varying builds.

Opportunist needs a buff. Something like Imob duration going up by 25%-50%. Just something that makes the trait stand out as interesting.

Sundering Burst needs more love. Adding Vulnerability on critical hits wouldn't be too crazy in my opinion.

Dual Wielding needs a buff. Adding something like "Any Quickness you apply has it's duration increased by 25%. Quickness increases Attack Speed by an additional 10%."

Furious- Increase Furious Surge from 10 per stack to 13. This will help with the more aggressive condi builds.

The last two are more powerful buffs because of them being GM traits.

Edited by Yerlock.4678

Strength/Arms Needs Another Pass (pvp/wvw) (Newly edited) (2024)
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