Because added damage reduction/negation + essentially turning Retaliation into a mini-Counterstance without the defense drop (and all this with no offensive penalty) is useless? I actually thought this would be the one people would think was overpowered. The idea is to bump War's Parrying and Shield up to a point where we might actually not get hit every time the mob swings at us. Giving us some measure of damage avoidance beyond the paltry benefits of Defender.abillity 1 : outside of skilling up useless
So change it to "Enhances Double Attack" for party members in range. I only changed it to delay reduction because I figured it would be stepping on Corsair's toes. I had forgotten about delay reduction lowering TP gain.abillity 2 : messes with stp for you and the whole party = useless
No more broken than Scholar being able to raise it's Light or Dark Magic skills and then gaining access to spells temporarily it normally can't cast. This ability would affect one weapon, grant one weaponskill Warrior can't usually use, and these aren't even the best ones available to other jobs. The point isn't to give Warrior the most powerful weaponskills, but to make weapons we rarely use (except in abyssea) more useful in our hands, temporarily.abillity 3 : nifty but broken
How exactly is it broken? I'm honestly curious, because I'm open to suggestions on making it better.
I was under the impression that provoke added a sizable portion of temporary enmity to the monster you use the ability on, and that the enmity from provoke fades rapidly, so that by the time the ability is ready for use again, the enmity spike is mostly gone. I know that in Ballista, Provoke gives players you use it on a 'status' meaning that they are 'under the effect' of provoke, so I used that terminology here to describe the monster that's been provoked.abillity 4 : thats not how provoke nor enmity works
Essentially, War Paint augments Provoke to allow the warrior to intimidate a monster he has provoked, acting for 30 seconds as if he had the appropriate Killer effect. The ideas is that you have to keep provoking the mob in order for War Paint to remain active. Once your provoke timer is up, the intimidation ability disappears.
I recently came back to the game after about two years out. The last I read on it, people were saying that the enmity from Provoke essentially decreases rapidly, where as actions such as dealing damage or curing injuries creates enmity that decreases more slowly. Has there been better testing since then? If that's not how the hate from provoke works, then I'd like to know how it does so I can reword the trait.