Wow nice change! sorry paladin's its good tank class but warrior has been from 1.0 my favorite class this options might even make me happy war again.
Wow nice change! sorry paladin's its good tank class but warrior has been from 1.0 my favorite class this options might even make me happy war again.
How is it worthless when after using it the damage you take is reduced by 20% for 6 seconds? Also, having the increased healing tied to wrath stats was from a design point really dumb. A tank shouldn't lose his mitigation for 20 seconds after using one move that would heal him for ~30% of hp. There is still a penalty in using it, just one that actually makes sense.It is cool and all, especially holmgang, but it feels more like a PLD, and the change of inner beast from 300% to 100% will make the ability mostly useless with all the newly added mitigation, and the fact that the curing bonus wont go away with the removal of wrath, just get the stacks and use inner beast and repeat, might as well remove infuriate.
Last edited by Genesiser; 11-20-2013 at 11:12 PM.
2.1 Warrior rotation:
BB Combo > SP combo > BB Combo > Inner Beast @ 5 > Vengeance on High Stable Consistent Damage > Thrill of Battle for INC Burst.
Remaining Problem and new problems:
-Foresight is still weak.
-Storm Eye will be totally out of rotation depending on the Storm's Path reduced damage debuff duration
-Steel Cyclone is still not worth using over Overpower or the new Inner Beast.
-Unchained will still not be used unless snap threat is needed for new Inner Beast is the new Warrior Block.
-Holmgang will still be useless if Twintania Dreadknights are not being snarable, as the current stun is still weaker than Paladin 20s CD 5s duration vs 6s no CD.
Possible QQs:
-Depending on Storm Path's debuff -DMG % and debuff duration this will make and break whether warrior will be the new tank.
-New Inner beast if scaled to a normal CD aka 20s duration vs CD. 3.5 Inner Beast will yield you a Rampart's worth of damage reduction, 3.5 Inner Beast takes 23+3 GCDs to attain aka 65s CD. It in itself is a more flexible and better CD than Rampart. New MT will be Warrior as it will be capable of Inner Beasting every Death Sentence. I forgot about infuriate too so this is safe to assume that you can get 26s -20% DMG every 65s.
-Paladin now has a RnG mitigation aka Block vs Warriors Flat damage reduction. Only thing Paladin's have now above Warrior is Hallowed Ground. Unless Holmgang is sort of a Hallowed Ground effect then it will be too strong as the current CD is too short.
Please read this Yoshi if you want real input from a player that plays both classes.
Last edited by TaneshimaPopura; 11-20-2013 at 11:25 PM. Reason: 1000 limit
Wow hope these changes are in put in place, War's will be back baby
Which is why we had infuriate... Good wars knows to use inner beast mostly when infuriate its up, its a tank mitigation that actually requires some thought. And you didnt have infuriate you could use it mid combo and pop vengeance in between and get stacks up fast.How is it worthless when after using it the damage you take is reduced by 20% for 6 seconds? Also, having the increased healing tied to wrath stats was from a design point really dumb. A tank shouldn't lose his mitigation for 20 seconds after using one move that would heal him for ~30% of hp. There is still a penalty in using it, just one that actually makes sense.
The changes are very nice to make war a better tank class but it fails on the mechanics of war itself.
This is definitely influence to gear up my WAR after I finish DRG. Very nice changes, it is just going to make 2.1 even more hard to wait for now.
Right...cause -10% slashing resistance is totally worthless all of a sudden.
Marauder Changes
- "
- Brutal Swing"
- Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.It still only does a potency 50, if you make it the same CD of Dragoon's stun, give it the same damage as well. Their damage is 130, a PLD can stun at ANY TIME and the damage on theirs is 110. I know WAR and PLD stuns last longer, but it needs to be at least potency 100.- Overpower
- Enmity generated by this skill has been increased.I didn't know this was needed...but ok.- Storm's Eye
- TP cost will be reduced from 70 to 60.Good, although I feel the debuff from this skill and the new storm's path need to last 24 seconds at least, so that we don't have to clip the maim trait (making it worthless) to keep them up. If you did this, then eye would be used for easier content for more damage and path would always be used for harder fights/progression.
- Storm's Path
- TP cost will be reduced from 90 to 60.See Above
- This skill will also reduce damage dealt by enemies for a period of time.
- Holmgang
- Range will be increased from 3 yalms to 6, to make the skill more effective.I totally did not see this coming, but basically turning Holmgang into Hallowed Ground? Awesome.
- This skill will now pull enemies toward your character.
- When using this skill, a player's HP cannot be reduced lower than 1.
- The animation for this skill will be revised. (See screenshot above)
*]Vengeance- This skill will also reduce damage taken by 30%.Making this a pseudo Sentinel, I like it. It has higher up-time than Sentinel too, by almost double.- Mercy Stroke
- Recast time will be reduced from 60 to 40 seconds, improving ease of use.While this a nice change, it still doesn't make the skill remotely useful aside from it's potency 200 damage. The Heal is why we're using it, but we have to do calculus in fractions of a second to know when to use it to get said heal. If it healed you for 20% of your max hp over a course of time (4 intervals of 5% max hp every 3 seconds, so over 12 seconds) it would be so much more useful, especially on boss fights.- Thrill of Battle
- Effect duration will be extended from 10 to 20 seconds.This makes it's duration equal to Rampart, which is nice but it's still not balanced with it. For it to be balanced with it, having the 30 seconds more recast that ToB has, It should have a 26.67 duration buff while also increasing how much I am healed while active by 20%, otherwise it's still worse than Rampart.
Warrior Changes[LIST][*]Defiance- Enmity generated by this skill will be increased.A 5% buff in addition to now passive? I'm all for this.
- This skill will also increase HP recovery via curing magic by 20%.
[*]Wrath- The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.See above.
[*]Inner Beast- Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100%I like this quite a bit, but now there's a 5% healing deficiency between shield oath and defiance, which needs to be made up by storm's path/bloodbath/inner beast. With IB healing 1/3rd of what it used to, bloodbath needs to be changed.
- Damage taken will be reduced by 20% for 6 seconds.
[*]Steel Cyclone- This skill will generate increased enmity.This is a great step forward for this skill, it almost needs to have the same enmity as overpower though, if not more for reasons below.
[*]Unchained- Recast time will be reduced from 180 to 120 seconds, improving ease of use.While this is nice as a damage increase, the fact that you could probably get more Enmity and Damage out of using this over Steel Cyclone every time it's up is why we believe SC to be under powered. Especially with the now increased Enmity of OP in addition to Defiance, why wouldn't we just use this and OP rather than using SC, SC needs the damage reduction that IB has currently, because now why wouldn't I just IB for the damage reduction?
Also, why in the world is Foresight unchanged?!
Last edited by Dragonsoad; 11-21-2013 at 12:11 AM.
If SE is lazy they will just add a damage reduction to "Defiance" and give them Rampart and Sentinel from GLA
http://na.finalfantasyxiv.com/lodestone/character/1560295/
Tanking is a job, DPSing is a science and Healing is an art.
If the Tank dies, it's the Healer's fault. If the Healer dies, it's the Tank's fault. If the DPS dies, it's their own damn fault.
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