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  1. #11
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Argyle_Darkheart View Post
    WAR is often, if not almost always, using Nascent Flash over Raw Intuition. So, no, Nascent Flash is not "first and foremost" a support ability--not in practice. At most, I would say Nascent Flash is equally important as a personal cooldown as it is as a targeted support cooldown.
    Your desire for it to not be a support cooldown will not change that it is intended to be the Warrior's support cooldown with Raw Intuition being the Warrior's intended 30s cooldown.
    (2)

  2. #12
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    I have no such desire, and, as a player, I don't care what the developers intended (outside of obvious bugs/exploits).

    I'm simply doing what yields better results.

    As soon as SE makes Nascent Flash inferior to Raw Intuition for personal use (whether by design or by circumstance), I will stop using it for personal use.
    (3)
    Last edited by Argyle_Darkheart; 12-24-2019 at 04:22 AM.

  3. #13
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Id put a 20 sec duration on the stacks of IR so that way SE will allow it to continued to be used out of combat.

    And my personal preference would be to have it also eliminate the cost of onslaught as well.

    So, IR is replacing infuriate right? Seems like the same thing.

    If so, id rather rhey keep the name infuriate and just have ir be a trait.
    (0)

  4. #14
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    I think the days of berserk, internal release and three fell cleaves are long gone. 3.0 was definitely the peak of WAR optimization but sadly I think those days are gone. SE is very adamant on homogenization of the tanks in favor of balance. Personally, I think IR is fine as is and its still the strongest burst cd among the tanks but it is undoubtedly monotonous. If they added some sort of synergy with the beast gauge like if you pop IR at max gauge the IC buff is applied for the duration of IR, then there might be some thought into when you should use it.
    (1)

  5. #15
    Player
    Steinar's Avatar
    Join Date
    May 2017
    Posts
    29
    Character
    Steinar Schwarz
    World
    Goblin
    Main Class
    Warrior Lv 90
    Honestly... These changes seem stupid at best. It's a general consensus that late SB WAR was the closest to perfection any job has ever been in terms of end game content. There is no need to change core mechanics like this, and your proposition would make WAR shit tier.

    WAR is still one of the most stable tanks if you actually know what you are doing and time your burst phases right. The only "valid" complaint about war is the lack of ogcds, because somehow people like pressing multiple buttons, it makes them feel like they are better at the game. But i digress...

    Nowadays WAR might be dumbed down quite a lot, and i agree it is. But in exchange it is by far the most beginner friendly tank ( and also the favored tank for those playing with high latency ). As it's rotation is not only easy to learn but also simple to maintain. Do keep in mind that all kinds of people play this game, and different jobs need different levels of complexity. So to those complaining about "not enough buttons to press" i say: If you wanna button mash why not switch to GNB?

    Sorry for the long post.

    Regards from an old man that still likes to play despite his age and loves WAR for not making his wrists ache.
    (1)

  6. #16
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Steinar View Post
    Honestly... These changes seem stupid at best.
    Well, thanks for that...

    It's a general consensus that late SB WAR was the closest to perfection any job has ever been in terms of end game content.
    You confuse "best DPS tank" with "job perfection". WAR is far from being perfect as it ever could've been. Since 4.2 Warrior has been buffed, optimized and badly designed. Now SE drags DRK into this mess and created an abomination with the new DelIRium changes in 5.0.
    Warrior might've been optimized in its rotation, but its bad design brings too many flaws, and a big lack of flexibility. The amount of critDH skills on WAR stupidly high, yet FC doesn't have that much of an impact it used to be. If you lower the power of a (signature) skill to make it fit as a guaranteed critDH, it literally screams bad design. (IC would need ~1200 potency if it wasn't for its critDH effect)

    There is no need to change core mechanics like this, and your proposition would make WAR shit tier.
    Your argument?

    WAR is still one of the most stable tanks if you actually know what you are doing and time your burst phases right. The only "valid" complaint about war is the lack of ogcds, because somehow people like pressing multiple buttons, it makes them feel like they are better at the game. But i digress...
    I couldn't care less about having just a few oGCDs to none if this job acutally had some complexity. At least the current version lacks synergy on its own. Onslaught costs gauge and messes with your rotation outside your burst, Upheaval is used on CD no matter what - it's Spirits Within/Blasting Zone/Carve and Spit with gauge cost for whatever reason - and Storm's Eye has become an eyesore to maintain compared to other jobs (no pun intended).
    Take a look at DRG, it has probably the simplest GCD rotation, and thier jump/dragon eye mechanic in combination with their damage buffs makes it more complex.
    Even MCH has some complexity to it despite the low button count. Since their burst is tied to their gauge, and they have to keep an eye on Drill/AA, not using Hypercharge when one of those is less than 8s on CD etc.
    WAR has nothing of that.

    Nowadays WAR might be dumbed down quite a lot, and i agree it is. But in exchange it is by far the most beginner friendly tank ( and also the favored tank for those playing with high latency ). As it's rotation is not only easy to learn but also simple to maintain. Do keep in mind that all kinds of people play this game, and different jobs need different levels of complexity.
    Nowadays a kindergarten child could sit behind the monitor, and play a decent warrior - it's become this simple and dumb. If we don't count MSQ role play buttons, warrior is last in line of complexity by far - because of the reasons I mentioned above.
    Also, 'beginner-friendly' is relative. PLD is beginner-friendly, and has a very simple rotation, too. Yet, this job has at least SOME complexity, and can optimize by changing the opener depending on fight mechanics. WAR can't do that.

    Making things brain dead doesn't solve problems.
    (3)

  7. #17
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Greetings everyone,

    I scraped the idea in the OP, and - instead of just simply changing Inner Release - thought about a redesign to bring back the feeling of HW Warrior I've seen people actually enjoyed the most together with the 4.05 version.

    For better appreciation I advise to take a look at the Trait and Gauge changes shown in the doc below.

    The general idea of this rework is to building up on the old stack system from HW and implement it into todays expansion while still creating a very unique gauge - that don't just have basic 100 pts, or 1/2/3 stacks etc.
    This (old?)new one holds up to 7 stacks, and acts as a buff once more!

    Similar to ARR Wrath/HW Abandon stacks, each unit increases our crit hit rate, to a maximum of 10% - hit at 5 stacks - max increase reached way faster than during Stormblood. But in contrast to the old one - in which every combo skill simply gave 1 stack each - the newer still uses Storm's Path increased gauge accumulation, thus the increased stack number. Which is necessary because we lack the stack generation through defensive abilities. I would rather not include it either because those abilities shouldn't interrupt or interact with your dps rotation as an everchanging variable, or it will end up getting used for dps rotation instead of an optimized mitigation. Also increases flexibity and optimization option on gauge generation.
    Note: SE could've simply turned down to a 20s buff, and both ST combo would take turns. But that system is not only old, but was used in a more complex... 'environment', so it wouldn't play as interessting or exiting as it used to be.

    At level 70, you gain 1 additional maximum stack thanks to the addition of Beast Gauge oGCD spenders, and the changes done to Inner Release - and that's where we get to the other core change of Warrior - Berserk and Inner Release.

    Berserk has been reverted to HW version, minus the debuff. A great dmg increase of 50%, and the gain of 1 stack - without this guaranteed critDH nonsense. On 50 and 60, together with the new charge system on Infuriate, we get burst windows with 3 or 4 IB/FC and up to 2 full combos. This is very similar to ARR/HW rotation, bit more polished without Infuriate CDs getting wasted, on non-stop usage.
    At 70 - Inner Release - I tried to create a burst window that can always fit 1 combo, 6 FC/Dez (4 FC/Dez + 2 IC/CC at lvl 80) plus Upheaval, and at least 1 Onslaught IN EVERY SITUATION - regardless of preparation, eliminating downtime as an issue - while at the same time must not exceed the numbers of Gauge GCD spenders (so you can never have more than 6).
    The result is the 7 maximum stacks and an ability that reduces the cost by a fixed amount (-2) - making Upheaval and Onslaught basicly free - while gaining a full stack (of 5 units). This makes you want to spend any excessive stacks before the burst window - while still remain as more complex execution than 'simply press this button 5 times (and oh yeah, there are two more to press) and that's it'. Infuriate still remains as a part of the burst just like pre-lvl 70, and tho you press the same button a few more times than before, yet the design, complexity and feeling from the previous ones doesn't fade away.
    For more insight, look at the rotation mapping down below.
    Of course this has its costs. I removed the knockback-immunity simply because you don't need it with 2 free Onslaughts available - the stun, slow, and sleep resistance still remains tho.

    The changes above also affect the new abilities:
    Because the numbers of burst windows changed from every 60s/90s to simply every 90s, Nascent Flash wouldn't be as effective as before. Thus I changed the way NF healing works, giving it a fixed cure potency - which in return also increases the healing OUTSIDE of burst windows, that again makes the ability more flexible without relying on your dps rotation.
    Now, some of you might think that still doesn't even out the healing power of NF + IC/FC. That is actually where the next change comes in: Beast Gauge spender gain a healing buff!
    I thought about bringing back the old IB with life leech, but balancing the combined HP gained by every single skill with NF healing power. So you are more tanky on lower levels while you remain as the healing beast on 80 that you are right now.

    Shared Links:

    Job Action, Trait, and Gauge changes:
    https://drive.google.com/file/d/1LzA...ew?usp=sharing

    Rotation Mapping:
    https://drive.google.com/file/d/1yA9...ew?usp=sharing
    (2)

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