The Greatsword warrior bar takes far to little skill to play for how effective it is, however, due to the function of many of the skills at higher levels it is much less effective. This however doesn't mean it is not a problem, the bar still allows players who do not posses solid mechanics to play at 90% of the effectiveness of those that do.
The bar is made too strong by one skill that has been addressed multiple times in this thread already, 100 blades, and the weakness of the bar is basically every other skill. Lets look at each skill one at a time
1. GS Swing -> Slice -> Brutal Strike:
This skill chain does over all pretty good damage, however it suffers from the same thing hammer warriors suffer from, slow animations. In most games slow animations are considered terrible at high level play, they telegraph your move far to much and allow players to react. These skills are then balanced by giving the long animation skills devastating effects such as more damage, knock downs, silences, ect. The problem is compounded even more in Gw2, in other games you may have to use a skill or a teammates help to counter some of these long animation skills, in Gw2 you can just juke or dodge them. It makes melee 2H weapons very hard to balance as they are much more prone to being dodged and when you are dodged it puts you behind much more then someone dodge an axe warriors triple chop. For this reason I feel like the #1 chain simply needs its animation sped up, there are several ways to do this, I would suggest keeping Swing and Slice at the same animation and make Brutal Strike a front loaded animation (fast animation with longer after cast) it keeps the DPS balanced to where it is now but makes it so Brutal Strike has a much better chance of landing. Brutal Strike should also give some form of secondary effect such as vulnerability, a 3-5 second Might, ect.
2. Hundred Blades:
The crux of the problem with the bar at the moment, the skill is a fire and forget skill and in group play does an insane amount of cone damage. The damage on this skill needs cut between 25-30%, some of this damage should be distributed to the rest of the bar, but most of it needs to go to allow for this next change. The skill then needs to no longer root you in place and allow you to move and turn while channeling it. Now we have gone to a fire and forget skill that did far to much damage to players if caught, to a skill that promotes good use by both players. If your target dodges away from you, you can now turn and get onto the nearest target so your damage skill goes through, on the downside if you do not have good mechanics you are now going to have the same issue you do with every other melee skill bar and not be overly effective for your skill level. The CD may have to be upped to 12 or so to make up for the other changes to the bar.
3. Whirling Attack:
The skill is far to clumsy, point, click, whirl. There is no way to change the whirl distance. This is again, good for players of low skill level as it is less apm required to run the bar effective, but bad for players at a high level as you can not use the skill to its fullest potential. The fix here is easy, make it like Tynidamer, Shyvana, or various other LoL champions with in-line skill shots. Give it variable length. Here is an example of what I mean for those of you who have not played LoL www.youtube.com/watch?v=Z66n3UYfPE4&feature=player_detailpage#t=169s , the video is queued up so you can see Shyvana's variable length skill shot ult.
A change like this is HUGE, it makes the skill bar far FAR less clunky and allows for some really good play. On the flip side I would up the recharge a bit as GS warrior already has 2 "gap closing" skills and up the damage by about 10% to compensate for the recharge and 100blades nerf.
4. Bladetrail:
This skill simply suffers from its terribly long animation, fix that and fix the skill, nothing else really to say. Also possibly lower the CD a bit.
5. Rush:
This is a bit of an odd one 1200 range gap closer, but it has no interesting effect and a long animation to boot. The doesn't NEED to be changed, but I think it would be much better off at a 600-900 ranged cap closer with more damage, less CD, and a secondary effect. Personally I think a 900 range with 16 sec CD and gives 5-10 sec of swiftness would be much more appealing and provide for more skilled play of the bar.
6. Arcing Slice:
Really lack luster for a F1 skill, but nothing too bad. Leaving it the way it is would be fine.
One last balance note:
People often lump Frenzy in with this bar, Frenzy doesn't need a nerf to compensate for this bar, the bar needs changed. Yes 100blades does abuse Frenzy much harder than some other bars are able to, but that is an issue with 100blades, not frenzy.
There are multiple ways the bar could be adjusted to make it more skillful, my suggestions here are far from the only viable ones, but what is important is that power is taken away from 100 blades and the bar is made so that it is far less clumsy in high level play.
Also I did not watch OPs video before posting this so it will be interesting to see what he has to see in comparison.
P.S. Someone get a dev up in here so they can fix this skill set. Thanks
Edited by Siric, 29 July 2012 - 10:11 PM.










