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  1. #41
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,822
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NyneSwordz View Post
    I want this as well. Or just make Infuriate remove rage cost for the next 5 seconds like it does in PvP for inner chaos and chaotic cyclone. That way, a war could infuriate and onslaught if he wanted to, and there is no risk of raiders complaining about "1 minute pulls" cuz war wanted to infuriate for rage then wait for it to come off cd.
    Couldn't we just allow CDs like Infuriate to be used, but not cool down, outside of combat? Essentially, you'd hit Infuriate and it'd just be stuck at its full recast time until you enter combat.

    ...Even that seems tacky, though, to the point that I'd almost prefer that Warrior just automatically gradually built up or drained down to 20 to 30 Gauge when out of combat, keeping Warrior on at least a constant simmer rather than being able to hold a 10 or drop to a 0 between fights. (I could say the same for PLD and 50 Gauge so it could actually enter its first pull with Shelltron ready.) Though, that then has the issue of maybe someday making players want to wait between fights for a meager 100 potency? Idk.
    (0)

  2. #42
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Couldn't we just allow CDs like Infuriate to be used, but not cool down, outside of combat? Essentially, you'd hit Infuriate and it'd just be stuck at its full recast time until you enter combat.

    ...Even that seems tacky, though, to the point that I'd almost prefer that Warrior just automatically gradually built up or drained down to 20 to 30 Gauge when out of combat, keeping Warrior on at least a constant simmer rather than being able to hold a 10 or drop to a 0 between fights. (I could say the same for PLD and 50 Gauge so it could actually enter its first pull with Shelltron ready.) Though, that then has the issue of maybe someday making players want to wait between fights for a meager 100 potency? Idk.
    That would be fine with me also = D
    (0)

  3. #43
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,822
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nedkel View Post
    Thats why other tanks dashes has 2 charges.
    1 you could use for dps, and other for mobility and you dont lose any dps, you are only gaining for using it and it does not matter if you use second dash sooner or later as long as cooldown is going you dont lose anything.
    Each onslaught use on single target cost warrior around 20 potency, and in dungeon environment where you use other skills for multiple enemies the potency loss for each onslaught elevates up to 104-140 potency, ironically in dungeons where you should use all mobility measures in order to get hit as small as possible when pulling. Is using mobility skills cost other tanks so much? I dont think so.
    Having two charges still allows only a period of 15-25 seconds (less with each successive raid desync) during which you can use mobility without greater damage loss than Warrior suffer from using its far freer and more mobile gap-closer.

    Now, admittedly, Onslaught is a massive loss relative to AoE damage in mass pulls since it's a single-target skill (though your math there is off, especially in that it doesn't even scale with targets hit by each would-be attack). ...But, why would you need a gap-closer in that scenario? The gather itself can be handled as easily with a single voke and popping a CD to hold threat against a HoT tick or what have you for the half-second before they enter your AoE (each CD you pop is deals as much enmity as would almost 6k damage).

    To be clear, I'd don't see any issue in itself with making Onslaught yet another carbon copy of the other tank kits. But, personally, I'd rather see gauge management returned to Warrior to give it a modicum of complexity, with Onslaught of course being used therein again, and something else given to compensate (like passive Gauge growth up to some low amount past where you stopped last fight) for WAR's missing QoL* capacities in casual content (*meaning insignificant, at least until there are super-Savage dungeons that make gather-kiting obligatory yet Onslaught's one-third CD somehow wouldn't help with that, etc., etc.), than to make tanks even more similar to each other in their concerns and playflow.
    (0)

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