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Old Aug 03, 2009, 01:19 AM // 01:19   #1
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Default Tactic - possible improvments

My imaginations of Tactics line is set of skills usefull for both secondary warriors and for group of characters focused this line. In my opinion, it would be earned with this form of skills: (important changes are bold)

"None Shall Pass!" 10e 25r
Description: Shout. All nearby foes that are moving are knocked down.
Comment: Reducing recharge time is all what this skill need.

"Retreat!" 5e 20r
Description: Shout. All allies below 75% HP moves 33% for 5...10...12 seconds.
Comment: Paragon style shout helping injured allies to move back.

Auspicious Parry 1a 3r
Description: Elite Skill. For 3...5...6 seconds, the next attack against you is blocked and you gain 1...3...4 strikes of adrenaline.
Comment: Changing this skill from stance to normal skill will allow warrior to keep IAS/IMS up.

Charge! 5e 20r
Description: Elite Shout. For 5...10...12 seconds, all allies within earshot gain 1...3...3 strikes of adrenaline and move 33% faster.
Comment: Real power of two (or more) warriors fighting together - constant IMS and source of adrenaline. Also fits to skill name.

Defensive Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you have +10 armor and you have a 20...65...75% chance to block melee attacks and arrows. Defensive Stance ends if you use an attack skill.
Comment: Linking chance to block attacks with level of attribiute will force user to spend at least few points in Tactics line.

Disciplined Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you gain +10 armor and have a 20...65...75%% chance to block attacks. Disciplined Stance ends if you use an adrenal skill.
Comment: Defensive stance with different end condition.

Fear Me! 4e 3r
Description: Shout. All adjected foes lose 1...2...3 Energy and all nearby foes lose 0...1...2 Energy.
Comment: Dividing area of effect will allow to reduce recharge time.

Gladiator's Defense 10e 20r
Description: Elite Stance. For 5...10...11 seconds, whenever you are hit with a melee attack, the attacker suffers 5...30...35 damage. This damage is doubled if you are hit with attack skill.
Comment: Still anti-attackets stance, but now focused on damage, not on protection.

Healing Signet 2c 4r
Description: Signet. You gain 82...154...172 Health. You have -20 armor while using this skill.
Comment: Just lowering penatly.

Protector's Defense 5e 20r
Description: Skill. For 5...10...11 seconds, allies near you have a 50% chance to block incoming attacks. You are not protected by this skill.
Comment: Skill designed for protecting your line from damage.

Soldier's Defense 5e 15r
Description: Stance. For 2...9...10 seconds, you have a 75% chance to block attacks while under the effects of a shout or chant.
Comment: it is hard to find shout/chant that will allow you to use this stance for it's full duration, so lets make it longer.

Soldier's Stance 5e 10r
Description: Elite Stance. For 4...9...10 seconds, you attack 33% faster and gain 1...6...7 additional damage while under the effects of a shout or chant.
Comment: Again, conditions are hard to meet, so lets make it more powerful.

Watch Yourself! 4a 1r
Description: Shout. For 10 seconds, incoming damage on party members is reduced by 50%. Each following damage is decreasing reduction factor by 17...8...5%.
Comment: For example, at 15 Tactics: first damage is reduced by 50%, next one by 45%, third one by 40% etc.

Feel free to comment and counter.
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Old Aug 03, 2009, 02:29 AM // 02:29   #2
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Those may be some changes we need. Tactics just sucks lol.

watch yourself is kinda like SoA though, maybe lower it a little bit. Although idk what you mean in the last bit of change. You put in more attribute points and get LESS use of the skill? Explain please
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Old Aug 03, 2009, 02:32 AM // 02:32   #3
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Lets buff mo/w back after nerf?
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Old Aug 03, 2009, 02:33 AM // 02:33   #4
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I understand that these are just suggestions, but they seem a bit overpowered. Especially some of the non-elite ones.

Maybe you should focus on making them better without a complete overhaul.
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Old Aug 03, 2009, 02:47 AM // 02:47   #5
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WOW Nice work I apreciate the effort put into the thinking process 5 stars. If anet were to buff tactics. Its time to stock up on all the req tactics unique skins.

LOVE the new glat def elite love it love it love it. Brings back memories of the good old griffon farming build I used.

Well all I can do now is hope. If tactics do get a buff I feel that some of the strength skills may get nerfed.

Last edited by laksa and curry; Aug 03, 2009 at 02:51 AM // 02:51..
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Old Aug 03, 2009, 03:18 AM // 03:18   #6
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I'll start by saying I hope a huge portion of these are for PvE

Quote:
Originally Posted by Expro View Post
"None Shall Pass!" 10e 25r
Description: Shout. All nearby foes that are moving are knocked down.
Comment: Reducing recharge time is all what this skill need.
For Pvp, sure, PvE I'd say 15-20

"Retreat!" 5e 20r
Description: Shout. All allies below 75% HP moves 33% for 5...10...12 seconds.
Comment: Paragon style shout helping injured allies to move back.
Sher.

Auspicious Parry 1a 3r
Description: Elite Skill. For 3...5...6 seconds, the next attack against you is blocked and you gain 1...3...4 strikes of adrenaline.
Comment: Changing this skill from stance to normal skill will allow warrior to keep IAS/IMS up.
You also increased recharge by 2, better as old way as it recharge your flail and gave you some adren at a 1r, Give it this effect at 1r and it might get onto SOME bars.

Charge! 5e 20r
Description: Elite Shout. For 5...10...12 seconds, all allies within earshot gain 1...3...3 strikes of adrenaline and move 33% faster.
Comment: Real power of two (or more) warriors fighting together - constant IMS and source of adrenaline. Also fits to skill name.
Don't forget to buff Anthem of Fury nao

Defensive Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you have +10 armor and you have a 20...65...75% chance to block melee attacks and arrows. Defensive Stance ends if you use an attack skill.
Comment: Linking chance to block attacks with level of attribiute will force user to spend at least few points in Tactics line.
Bad buff, very very bad, A monk with half decent investment in tactics will be a stance tank

Disciplined Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you gain +10 armor and have a 20...65...75%% chance to block attacks. Disciplined Stance ends if you use an adrenal skill.
Comment: Defensive stance with different end condition.
Above

Fear Me! 4e 3r
Description: Shout. All adjected foes lose 1...2...3 Energy and all nearby foes lose 0...1...2 Energy.
Comment: Dividing area of effect will allow to reduce recharge time.
Still won't be used, and 4 energy ftw

Gladiator's Defense 10e 20r
Description: Elite Stance. For 5...10...11 seconds, whenever you are hit with a melee attack, the attacker suffers 5...30...35 damage. This damage is doubled if you are hit with attack skill.
Comment: Still anti-attackets stance, but now focused on damage, not on protection.
Sure..will still only be used with farming, what human would use an attack skill thru this minus a stance ender in real PvP?

Healing Signet 2c 4r
Description: Signet. You gain 82...154...172 Health. You have -20 armor while using this skill.
Comment: Just lowering penatly.
Sure.

Protector's Defense 5e 20r
Description: Skill. For 5...10...11 seconds, allies near you have a 50% chance to block incoming attacks. You are not protected by this skill.
Comment: Skill designed for protecting your line from damage.
Sure.

Soldier's Defense 5e 15r
Description: Stance. For 2...9...10 seconds, you have a 75% chance to block attacks while under the effects of a shout or chant.
Comment: it is hard to find shout/chant that will allow you to use this stance for it's full duration, so lets make it longer.
Lol wut, this is used constantly in GvG, this needs no buff

Soldier's Stance 5e 10r
Description: Elite Stance. For 4...9...10 seconds, you attack 33% faster and gain 1...6...7 additional damage while under the effects of a shout or chant.
Comment: Again, conditions are hard to meet, so lets make it more powerful.
Condition is easy crap to make due, but the effect it has is accomplished by a non elite. Buff damage even more to make this viable.

Watch Yourself! 4a 1r
Description: Shout. For 10 seconds, incoming damage on party members is reduced by 50%. Each following damage is decreasing reduction factor by 17...8...5%.
Comment: For example, at 15 Tactics: first damage is reduced by 50%, next one by 45%, third one by 40% etc.
So..near constant damage reduction from ONE warrior?

Feel free to comment and counter.

Last edited by IronSheik; Aug 03, 2009 at 03:29 AM // 03:29..
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Old Aug 03, 2009, 03:26 AM // 03:26   #7
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Hey guys screw those other skill change threads look at my skill changes!
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Old Aug 03, 2009, 10:26 AM // 10:26   #8
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Evasion Twenty:
The more points you put in, the slower this protection is drawing away. Lets imagine that you are hit every second by attack doing exactly 100 dmg.

Now at 0 Tactics:
First damage recived: 50 dmg
Second damage recived: 67 dmg
3rd: 84 dmg
4th: 100 dmg

As you can see, damage will be reduced for 3 attack, and each following strike is significaly stronger.

And not at 15 Tactics:
1st: 50 dmg
2nd: 55 dmg
3rd: 60 dmg
4th: 65 dmg
etc...

With high Tactics rank, you gain longer and stronger protection.

IronSheik

Following your suggestions:

"None Shall Pass!" 10e 25r
Description: Shout. All nearby foes that are moving are knocked down.
Comment: Reducing recharge time is all what this skill need.
For Pvp, sure, PvE I'd say 15-20
It is instant unconditional AoE interrupt/kd. I think 25r is good for both.

"Retreat!" 5e 15r
Description: Shout. All allies below 75% HP moves 33% for 5...10...12 seconds.
Comment: Paragon style shout helping injured allies to move back.
Sher.
Missed recharge time, now set to 15.

Auspicious Parry 1a 2r
Description: Elite Skill. For 3...5...6 seconds, the next attack against you is blocked and you gain 1...3...4 strikes of adrenaline.
Comment: Changing this skill from stance to normal skill will allow warrior to keep IAS/IMS up.
You also increased recharge by 2, better as old way as it recharge your flail and gave you some adren at a 1r, Give it this effect at 1r and it might get onto SOME bars.
Flail + this skill with 1r = 5 adrenaline every 2 seconds... 4 seconds and u have blocked 2 attack and filled all possible skills... Imho too fast, but let it be 2r instead of 3r.

Charge! 5e 20r
Description: Elite Shout. For 5...10...12 seconds, all allies within earshot gain 1...3...3 strikes of adrenaline and move 33% faster.
Comment: Real power of two (or more) warriors fighting together - constant IMS and source of adrenaline. Also fits to skill name.
Don't forget to buff Anthem of Fury nao
Yes, most of paragon skills require buff. Imho AoF should give 1...3...4 strikes of adrenaline + 1...10...12 additional damage. For example.

Defensive Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you have +10 armor and you have a 20...45...50% chance to block melee attacks and arrows. Defensive Stance ends if you use an attack skill.
Comment: Linking chance to block attacks with level of attribiute will force user to spend at least few points in Tactics line.
Bad buff, very very bad, A monk with half decent investment in tactics will be a stance tank.
I would really like to make it longer, so i suggest lowering block chance. Now with decent (~8) investment its around 33% chance to block.

Disciplined Stance 5e 15r
Description: Stance. For 2...8...10 seconds, you gain +10 armor and have a 20...45...50%% chance to block attacks. Disciplined Stance ends if you use an adrenal skill.
Comment: Defensive stance with different end condition.
Above
Above

Fear Me! 4a 4r
Description: Shout. All adjected foes lose 1...2...3 Energy and all nearby foes lose 0...1...2 Energy.
Comment: Dividing area of effect will allow to reduce recharge time.
Still won't be used, and 4 energy ftw.
Hmmm... you are right, but i prefere to reduce recharge, without raising other number.

OR

Fear Me! 4a 10r
Description: Shout. For 1...4...5 seconds, target foe lose 0...1...2 Energy when hit by attack skill.
Comment: Shout targeting foe, the more players attack target, the better it works.

Gladiator's Defense 10e 20r
Description: Elite Stance. For 5...10...11 seconds, whenever you are hit with a melee attack, the attacker suffers 5...30...35 damage. This damage is doubled if you are hit with an attack skill.
Comment: Still anti-attackets stance, but now focused on damage, not on protection.
Sure..will still only be used with farming, what human would use an attack skill thru this minus a stance ender in real PvP?
It was designed for farming, in PvP warriors are ignored as a targets. Just letts allow warrior to have farming skill.

Healing Signet 2c 4r
Description: Signet. You gain 82...154...172 Health. You have -20 armor while using this skill.
Comment: Just lowering penatly.
Sure.

Protector's Defense 5e 20r
Description: Skill. For 5...10...11 seconds, allies near you have a 50% chance to block incoming attacks. You are not protected by this skill.
Comment: Skill designed for protecting your line from damage.
Sure.

Soldier's Defense 5e 10r
Description: Stance. For 1...4...5 seconds, you have a 75% chance to block attacks while under the effects of a shout or chant.
Comment: it is hard to find shout/chant that will allow you to use this stance for it's full duration, so lets make it longer.
Lol wut, this is used constantly in GvG, this needs no buff
Ok.

Soldier's Stance 5e 10r
Description: Elite Stance. For 4...9...10 seconds, you attack 33% faster and gain 4...9...10 additional damage while under the effects of a shout or chant.
Comment: Again, conditions are hard to meet, so lets make it more powerful.
Condition is easy crap to make due, but the effect it has is accomplished by a non elite. Buff damage even more to make this viable.
With pleasure.

Watch Yourself! 6a 10r
Description: Shout. For 10 seconds, incoming damage on party members is reduced by 50%. Each following damage is decreasing reduction factor by 17...8...5%.
Comment: For example, at 15 Tactics: first damage is reduced by 50%, next one by 45%, third one by 40% etc.
So..near constant damage reduction from ONE warrior?
You are right, overpowered. Changed adrenalien cost and recharge time. Now with only one user its not so around ~15% dmg reduction (with high Tactics rank), but two or more spammers should keep this somewhere around 30% dmg reduction. And this is what i want to earn, power of this line should lie in groups.

Last edited by Expro; Aug 03, 2009 at 07:02 PM // 19:02..
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Old Aug 03, 2009, 04:30 PM // 16:30   #9
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All of your changes are fine minus fear me, reason this was nerfed was because a locust's fury sin could drain energy pools to 0 near instantly, this HAS to have a recharge
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Old Aug 03, 2009, 04:55 PM // 16:55   #10
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Sounds resonable, edited my last post.

Last edited by Expro; Aug 03, 2009 at 05:08 PM // 17:08..
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Old Aug 03, 2009, 05:24 PM // 17:24   #11
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If your "Fear Me!" stacks, that would be -5 energy to the foe you're attacking every time you use it - overpowered.

Buffing Disciplined Stance/Defensive Stance like that would make Mo/W healers invulnerable to melee attackers, unless they brought stance removal.

"Watch Yourself!" would be more powerful than the previous version of "Incoming!" - overpowered.

The other skill buffs look okay.
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Old Aug 03, 2009, 06:30 PM // 18:30   #12
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Non-stacking "Fear Me!" ofcourse, but it dont cares who is using attack skill on foe under effect of this shout. Warrior with 15 Tactics and IAS is able to score hit (lets imagine that all hits are attack skills) every 1s. For 5s and 2 energy/hit this warrior will be able to burst 10 energy, same amout as ranger with Debilitating Shot. Secondary class warrior with 12 Tactics will be able to burst 4 energy, secondary class ranger -> 8 energy. Ofcourse, target may be attacked by more then one foe, so this effects are multiplied by number of attackers. In theory, 2 warriors attacking same target will drain 20 energy... but not all hits are attack skills, and foe can flee (increasing time between attacks) or block/dodge attacks. Suma sumarum: using this skill alone will result in effectivity below this one from Debilitating Shot, but with allies it will be a little stronger. Not so overpowered, imho.

"Watch Yourself!" - concept of this skill is overpowered or just numbers?

Anyway, thanks for posting your opinions, guys.

Last edited by Expro; Aug 03, 2009 at 07:03 PM // 19:03..
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