I do that in groups, but im talking about solo... I tend to play solo quite often and the attack speed makes the start up of any fight very very slow...
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Don't see why Mrd's damage needs to nerfed. It's great for aoe, it's meh for single. Seems balanced to me.
it doesnt really need to be nerfed, glad does need a boost though.
if they nerd mrd, the got to nerf lnc, cause doomspike is extreme dmg and its multitarget.
as far as speed, its a balance for the aoe WS potential, its a slow starter and slow tp versus single targets. the simple answer is fight multiple targets even solo, mrd is quite capable of this.
your tp is not slow once your getting 1000+ tp every time you use broad swing, and later full swing.
honestly i think mrd is where it needs to be. its inline with thaum, con, lnc
gld needs a bonus and pug needs a focus. archer needs its new direction
I don't think anything needs to be nerfed apart from the Storm's Path cooldown. Once you spread that out a bit MRD will be forced to take on a second WS and lessen the damage output, which would put it in line with the rest.
As far as LNC, eh, it's alright as it is. To get Doomspike to work efficiently you have to line the mobs up properly, and if you have 1-2 decent MRDs you simply won't have the chance to with the mobs that are currently farmed.
Why would Storm's Path's cooldown need to be nerfed? I'd like even one single good reason why this should happen.
Hint: It shouldn't.
Class reliability on solely one weapon skill?
Fast cooldown creates a "spam" rotation which is a boring and tedious playstyle.
Flavour. More ability use with MRD. The CD is so quick I don't -need- to pop any abilities. I cycle between three boring swings & one WS animation that I'm entirely sick of now. There's several other weaponskills. Make them useful.
Edit: I'm not saying make it a 60-second skill like Maim. They don't need to gimp it beyond use. But they need to spread out it's use to provide a more interesting and challenging battle rotation. Yes, you can use other skills. The thing is, to be efficient for group mobs, you're best off spamming Storm's Path. That's boring. I want to use different skills, and a combination of skills to max my DPS, not spam one ability. I know this isn't an issue for single-target mobs, but group mobs, strongholds, leveling, etc. it's a problem in my eyes.
Well, now Maim and Victimize changes make perfect sense. No wonder they now have 1 min recast...if you check the WS patterns and the new self combo description, it's obvious that they are planning the 2k+ WSs to be opener (or there would be no excuse for all WS other than the opener at self combo not using TP, the decreased effect lenght and the increased effect potency on these WSs).
This also might explain why Storm's Path is so strong right now...i'd bet that it won't take part in any self combo, being mainly for tanking.
But, if i'm correct i can already see LOTS of LNC pissed with 1.20...because this means doomspike might be getting 1min cooldown too...and Riot Blade and probably ARC might get a 2k+ TP WS too (unless they have absolute no plan regarding ARC DDing again).
About Storm Path, i guess it might become the solo-play and tanking WS for MRD...the WS for those that cannot use self combo for one reason or another so i don't think it needs more cooldown or any kind of nerf.
Don't think the first ws of a self combo will cost 0 tp, so don't see Maim being first.
alot of the attack speed is slow.. maybe they will implement a new system
It's the opposite. Only the first WS will use TP...the others used to create a self combo will be TP-free.
"Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs."
Yea, my whole reasoning for leveling LNC was because I played SAM in XI, and it looked like LNC was gonna be the TP-oriented class. Hopefully they make it more of a TP management-class with some buffs/skills, but from the looks of information LNC will be a critical attack-oriented class when DRG hits... so who knows.
I have 50 pgl lnc and recently finished mrd, mrd is a aoe killing machine!
If you want a single target dps then it might be better to play pgl or lnc.
MRD is not slow in the slightest, a group of them will wipe the floor before
a mage can get a spell off in some cases.
Keep in mind that the auto attack damage averages out between those 3 classes.
Also the amount of TP you gain is 125 for every 1 second on your delay.
Lancer at the moment has the clear advantage at the moment with 8%
haste on it's auto attack, but it looks like they are doing away with speed surge
in 1.20 so they may not have the tp advantage for long.
(also lancer abilities are going to start costing tp)
If it's against a group. The moment a Mrd can hit 2+ mobs with his basic attacks for 2+ the amount of standard tp gain, he'll become a killing machine.Quote:
MRD is not slow in the slightest
This is one of my concerns too...with the removal of basic attacks (they became retaliation actions), what will be of MRD? Will that haste action make up for the loss of them?
I guess no one here has been bothered enough to read the class reform post.
So there's your speed increase.Quote:
MRD Abl. 5 O Increases attack speed and defense for each attack against you, and restores HP for each crit you land. Effect fades upon moving or reuse. Cannot be used simultaneously with MRD Ability 4.
It's not the same, because then you would have to be tanking as well, which isn't always the case.
More attack speed than it already has, and its damage enmity generation will eclipse GLA's voke + taunt + disorient + warmonger + war drums + accomplice + damage enmity generation... just like it does now.
I vote a resounding NO to this suggestion. Sorry.
But this means you're assuming that GLD's enmity generation formulas will remain the same throughout right? In the next patch, they're getting combos that increase enmity output, and we have no idea how their damage will be adjusted as well. Will their WS damage formulae also change? What about other classes that are competing for a DD role with the MRD? Have their damage been adjusted too?
In case anyone's wondering, a simple 5% increase to the bonus a class gets from a stat say str can dramatically change their damage output position in relation to other classes. Because, ultimately, how good a class is depends on how good the other classes are at the same role. If we're expecting an AA speed change for MRD, how can you assume that other classes won't be changed?
Also, it seems like MRD is losing some AoE skills from the new list... I wonder if those AoE's from the latter parts of the combo chains can be used without being used as part of a combo?
Indeed. Also you need to think that basic attacks will be removed or replaced with retaliation WSs....so now the delay will matter. In 1.19 the delay was just "how much TP that weapon generates"...but now it will really dictate the battle flow...
I do am expecting the worst outcome possible in 1.20...because it was balanced assuming jobs were there, which won't be the case until 1.21...so not only we will be tremendously slow but also maimed from some key actions that were left to jobs.
This time, i prefer to see it before i comment...and meanwhile hope the original FFXIV is getting ready to make a return so we have a place to run to when this game crumbles...
If TP is based on weapon delay, then all classes generate TP at the same rate over time.
Slower attack speed is actually a good thing for an AoE damage dealer.
Here's why I say that, if an AoE heavy attacker hits fast too, then their weapons will break
at an increased rate, since item damage on weapons is based heavily on number of attacks.
This thread is silly, if you want to play a class that attacks fast, then please choose a class
that is a fast attacker.
I do think marauder is about to undergo a bit of a paradigm shift. Right now the class is death incarnate in a one vs many setting.
It looks like a good majority of that is going to be going away in trade for a pretty hefty boost to the one on one situation while retaining a small fragment of the aoe capability that it currently enjoys.
Then again Marauder was in a very different place when this thread was created.
Well, it's either we create a new thread on what we want of MRD's in the future patches, or update on the current existing threads. Since there's a bit of communicating on this thread already, why not use it?
The point went right over your head. Reread, son.
My 2 cents, mrd works fine in parties, if auto atk speed is increased then SE will likely balance it out by nerfing something else mrd has. Ohhh no, do not want any of that =_=