ONE POST PER WEAPON TREE

Warrior Tree

Swords :



Clarent Blade: At the moment this is the only sword that has fallen completely out of use and I can only see it as cheap artifact if you want to improve your spec to use the galatine or carving swords



This is a skill that I don't have a good answer for: dual swords has the better aoe stacking, broad sword has the resistance+interrupt, carving with the pierce. I am not a fan of use boosting damage to make something relevant if it doesn't have a unique aspect to it.

Axes :



Battle axe: This poor weapon has been long overdue for a change of some sort, outside of the small niche of being high pve sustain that has been out shined by armor skills, this weapon has no place.



I would love to see this weapon get a larger focus on the healing aspect as well as some form of sticking power and energy reduction. Since sbi likes to keep the Q and W skills consistent in a tree, a reduction on the e cost would go a long way to playing the sustain game that this weapon is geared towards. It would be interesting to give the e a minor slow+bleed effect that keeps the theme of axes focus on damage over time while also giving the battle axe player the ability to stick to the target to maintain their healing.

Carrion Caller: This weapon isn't as far down the list of unused weapons but I think ever since the healing reduction changes along with bear paws being a stronger choice, I think this deserves a mention (Infernal scythe will be left out currently but could make it on the list with carrion caller).



The change I think carrion caller needs is just a higher focus on the healing reduction, making the weapon fill the role of dealing with strong healing comps that can pop up from time to time. The weapon won't always be strong but it will fill a role that can make it a powerful choice in the right situation.

Maces :



1h Mace : This is a weird one for sure, with the change off of a single target silence this mace has had little to no use for a while now and the current skill doesn't appear to be doing it any favours.



Outside of entirely reworking the skill you could probably turn this into an interesting dps/brawler weapon if the damage scaled with escalation and gave it a little more range to allow powerful cc-less dives. Giving the weapon a stun or other cc will turn it into a weaker version of other maces, but there could be some other changes that fit a full dive weapon that it seems to be geared towards. Perhaps giving a defensive buff that increases with distance jumped?



Bedrock Mace : Another, barely on the list, this weapon currently just fills the role as a cheese weapon for knocking players to places they don't want to go. I don't have a suggestion for changing this without ruining the theme of the weapon. It might need a rework.



Hammers :



1h Hammer: I feel that this one barely deserves a mention since it plays well against melee heavy teams but is just outclassed by other stunning weapons. The short and sweet fix for this would just make it have the longest stun in the hammer tree as a payoff for not having the same reach as the other options. The one handed nature means that you can boost various aspects of the weapon like tankiness or cc duration, but those should amplify its strength, not bring it in line with other options.



Polehammer: Long gone are the days where this weapon was a dps machine and now it sits unused on the destiny board.



The skill itself is interesting and unique and as I have said above buffing the Q and W on one weapon doesn't fit with sbi's balancing and would cause confusion. Instead the E skill needs to do something more. I would suggest either a damage boost with a cc reduction to make it more dps focused while still having the cc hammers are known for. Or give the user a buff of some form, I could see a damage boost to keep with the dps trend or movespeed/cc immunity to change the play style up. I think there are better options for this one though.



Shields :



All shields : This is a sad blanket statement for all shields currently in the game, they all fill the role of jack of all trades master of none. I am not totally against this but the complete lack of actual use makes me think that something should be done, perhaps making them more defense focused across the board with slight boons to cc/damage and the like would make them more appealing. Would be interesting if they all gave bonus health, with flat defence/cc/damage being the distinguishing factor.



I hope that I can continue to edit this thread with updates to weapons that have fallen completely out of practical use. Although some more than others I will try and touch on any weapon that does not have a place in any aspect of the game.In general I think the warrior tree has a large selection of good options and all the weapon classes have a lot to offer. There are some outliers that just have no use all the same.