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Originally Posted by
Shurrikhan
I agree that there are ways to design stances like that, but at the same time, I don't think there's anything set in stone about what a tank stance should be.
It's got more to do with what the toggles do for you and how they interact with everything else the class can do.
Stances like Shield Oath, Defensive Stance, Blood Presence, Grit and so on are built so that you stay in those stances long term either because of role restrictions or balance purposes. In some cases they are that which keeps you from getting two-shot by boss level mobs. You can spot them by the number of inconveniences or penalties attached to stances, which is a developer's way of saying "you're supposed to stay in that stance unless it's an emergency". This is why I roll my eyes when people complain about MP costs and GCDs spent and losing combos when changing stances on DRK and PLD. I mean it's pretty obvious why Shield Oath and Grit have their penalties and people refuse to see the design and simply complain because the devs didn't equally penalize WAR in a metric beyond just time; things would be very different if switching from Defiance to Deliverance and vice versa caused the WAR to lose stacks of Wrath/Abandon (the way switching stances in WoW caused a warrior to lose most/all accumulated Rage).
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The only time tanks have every been dependent on an threat-increasing stance is when their actual skills themselves have no threat modifiers. You could chalk this up to WoW being my first MMO; I had no trouble, threat-wise, tanking as a Fury warrior, in Berserker stance, by nature of both doing enough damage, hitting the correct targets, and building some threat off the self-healing that was making up most of the difference between me and a "meaty shield tank". Arms and Battle stance was just another way to keep threat (Revenge, OP, more frequent and powerful Heroic Strikes), rather than Protection spec ever feeling like the only tank -- at least until things started one-shotting the other two. If a tank ability was absolutely needed to fulfill the tanking function, I'd prefer it simply be the default, and the dps stance the aside (or, as in the case of Warrior, the mid-point the default).
You're most likely talking about vanilla, where warriors were intentionally supposed to be used to tank regardless of spec. I used to run sword & board arms and could tank in Battle Stance to snare runners with Hamstring (because most rogues and hunters never bothered to do so then complained to me after the group got overwhelmed by the extra packs of mobs pulled in dungeons).
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Aside from that initial impression though (I like having a tank stance, but not all the time; you seem to figure that if they're not worth having the vast majority of the time, why have them at all(?)), and my disregard for the trinity, I think our preferences largely align?
I guess, though my thing is that if you're going to want a class to change stances mid-combat as part of regular gameplay, you need to design the class to do that from the ground up. This means your utility, defenses, rotation and so on are all taking your changing stances in mind and at times are meant to force you to switch stances to keep your buffs/stacks/whatever up.
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Seems a bit small compared to Bulwark's mitigation, and wasted vs. the opposite mob type now. That said, I do love my (Spell) Reflects... Though, if scaling with personal stats, I guess that's more like Death Knight's spell-reflect. I forget it's name.
I guess it'd be sort of like Dark Simulacrum, though I was actually thinking of good ol' Spell Reflect. The stat thing is only to prevent some issues. Like an enemy BLM in PvP trying to blow you up only to be blown up themselves by a Raging Strikes-buffed Fire IV or something.
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It's good, but just doesn't make me imagine any "ha!" moments, which I've had plenty of with current Cover.
Fair enough. I just like the idea of standing in front of my party, popping Cover and smirk as I say "See? I can make the impossible possible". before the giant laser I'm trying to block kills me, anyway
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Going back to my point on stances, here's a MRD/WAR thing I've been working on over the past couple of days. Not perfect but it hopefully conveys how I look at gameplay that involves stance changes.
Class Abilities
01 Heavy Swing - Delivers an attack with a potency of 150.
02 Combat Rush - Recover 20% of your base max HP over 12s. Cooldown: 120s.
04 Skull Sunder - Delivers an attack with a potency of 100. Combo action: Heavy Swing. Combo Potency: 180.
06 Fracture - Delivers an attack with a potency of 100. Additional effect: Damage over time with a potency of 20 for 18s. Defender: Reduces damage you receive from target's attacks by 10%.
08 Brutal Swing - Delivers an attack with a potency of 80. Additional Effect: Stun for 3 sec.
10 Overpower - Delivers an attack with a potency of 100 to all enemies in a cone in front of you.
12 Tomahawk - Delivers a ranged attack with a potency of 110.
15 Defender - Enhances certain abilities. Increases enmity. Cannot be used with other stances. Effect ends upon reuse. Cooldown: 15s.
18 Maim - Delivers an attack with a potency of 100. Combo action: Heavy Swing. Combo potency: 170. Can only be used with no stance or while under the effect of Destroyer. Combo bonus: Increases damage dealt by 20% for 12s (24s when under the effect of Destroyer).
22 Berserk - Can only be used while under the effect of Defender or Destroyer. Cooldown: 90s.
----------------Defender: Ignore damage up to an amount equal to 10% of your max HP. Effect duration: 10s.
----------------Destroyer: Increase attack power by 50% for 15s. Unable to use weaponskills for 5s after effect fades.
26 Mercy Stroke - Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored. Cooldown: 90s.
30 Butcher's Block - Delivers an attack with a potency of 100. Combo action: Skull Sunder. Combo potency: 260.
34 Vengeance - Reduces damage taken by 20% for 10s. Upon reuse or expiration of the effect, delivers an attack with a potency of 250 (potency increases based on the amount of damage taken while the effect was active; caps at 400 potency). Can only be used while under the effect of Defender. Cooldown: 90s.
38 Storm's Eye - Delivers an attack with a potency of 100. Combo Action: Skull Sunder. Combo Potency: 250. Can only be used while under the effect of Defender. Combo Bonus: Increases enmity generated by your attacks for 20s.
42 Steel Cyclone - Delivers an attack with a potency of 200 to all nearby enemies. Can only be used while Infuriated and under the effect of Defender or Destroyer. Cooldown: 45s.
46 Holmgang - Draws target to the caster, lowering their movement speed by 20% for 6s. Additional effect: Prevents the use of escape abilities (Aetherial Manipulation, Elusive Jump, Repelling Shot, Kassatsu, Sprint). Cooldown: 180s.
50 Storm's Path - Delivers an attack with a potency of 100. Combo Action: Maim, Combo Potency: 230. Can only be used with no stance or while under the effect of Destroyer. Combo Bonus: Decreases target's slashing resistance by 10% and HP recovery via curing magic by 50% for 20s.
Traits
08 Enhanced Vitality
14 Raw Intuition - Strength now increases parry rate.
16 Enhanced Vitality II
20 Enhanced Combat Rush - Increase the recovered HP to 30% of base max HP.
24 Enhanced Vitality III
28 Enhanced Brutal Swing - Extends Brutal Swing duration to 5s.
32 Enhanced Fracture - Extends the duration of Fracture to 30s.
36 Enhanced Mercy Stroke - Shortens the recast of Mercy Stroke to 40s.
40 Enhanced Berserk - Increases the amount of damage ignored to 15% when in Defender, and increases the duration of the attack power increase when in Destroyer to 20s.
44 Raw Intuition II - Strength now also increases parry threshold.
48 Focused Vengeance - Increases the damage reduction to 30% and raises the potency cap to 450.
Job abilities
*Warrior Job Stone effect: Certain abilities used while under Defender and Destroyer will grant stacks of Wrath.*
30 Destroyer - Enhances certain abilities. Cannot be used with other stances. Effect ends upon reuse. Cooldown: 15s.
35 Inner Beast - Delivers an attack with a potency of 300. Reduces incoming damage by 20% for 6s. Can only be used while Infuriated and under the effect of Defender. All Wrath is lost when used.
40 Intimidation - Reduces target's damage dealt by 25% for 8s. Cooldown: 180s.
45 Infuriate - Instantly grants five units of Wrath, changing status to Infuriated.
50 Abandon - Increases your HP by 100% and restores the amount increased for 6s. Cooldown: 240s.
52 Decimate - Delivers an attack with a potency of 300. Reduces target's resistance to your attacks by 20% for 6s and switches you into Destroyer. Can only be used while Infuriated and under the effect of Defender. All Wrath is lost when used.
54 Fel Cleave - Delivers an attack with a potency of 400. Can only be used while Infuriated and under the effect of Destroyer. All Wrath is lost when used.
56 Warcry - Increase maximum HP of party members within 15y by 15% and restores the amount increased for 10s. Cooldown: 120s.
58 Equilibrium - Restores own HP when in Defender. Cure Potency: 1200. Restores 200 TP when in Destroyer. Cooldown: 60s.
60 Obliteration - Delivers an attack with a potency of 600. Prevents TP regeneration for 12s. Cooldown: 90s.
Notes
- This is my attempt at a WAR designed around actual stance switches.
- Wrath is the unified WAR resource and you can only gain stacks of Wrath while the WAR job crystal is equipped.
- Weaponskills are your only sources of Wrath. This means Heavy Swing, Skull Sunder, Butcher's Block, Maim, Storm's Eye, Storm's Path, Steel Cyclone, Vengeance, and (possibly) Obliteration.
- Defender is what you'd get as your reward for the lv15 MRD quest, and is the ability that allows you to start out as a tank.
- Defender adds the additional effect "Increased Enmity" to the following skills: Skull Sunder, Overpower, Tomahawk, Steel Cyclone, Butcher's Block, Inner Beast.
- Destroyer is the first job ability you'd unlock when you get WAR.
- Destroyer adds 30 potency to the combo potencies for the following abilities: Skull Sunder, Butcher's Block, Maim, Storm's Path.
- Destroyer adds 30 potency to the potencies of the following abilities: Overpower, Tomahawk, Steel Cyclone.
- Decimate is an ability with a built-in swap more to simulate a sudden switch from defensive combat to offensive combat and pressing the advantage. I was thinking of creating the reverse of this but couldn't come up with something I liked enough to suggest.
- The "base HP" in Combat Rush's description means the your HP value before VIT from gear and stat points. This number might need to be buffed.
- Berserk's pacification effect only comes into play if you use it while under Destroyer. Defender turns it into a mini stoneskin for 15% of your HP.
- The enmity buff gained from using Storm's Eye is there to facilitate tanking after a swap into Destroyer. This may prove unnecessary depending on how the numbers play out.
- Vengeance is still iffy as far as how I'd like it to work. Currently the potency increases come from any and all damage taken while the Vengeance effect is up. One idea I had was to have parries grant additional potency so that if you get a string of lucky parries you'd hit that potency cap faster and thus use Vengeance faster.
- For clarity, when you click on Vengeace, you get two buffs. One that lasts 10 seconds that reduces your damage taken. The other one also lasts 10 seconds and shows the potency of the attack that will be unleashed when the buff expires or you click on Vengeance a second time.
- Holmgang in this case is partly for practical use and to create synergy with Vengeance by ensuring the target is in range when the 10s buff expires. And yes, a target that moves out of melee range by the time the buff from Vengeance expires the attack will "activate" but not hit anything.
- Intimidation and Warcry are raid mitigation abilities. I'm still thinking of getting rid of Warcry but I'm not sure what to replace it with.
- Abandon was the closest thing to an invincibility that I could think of. I originally wanted to make it a 75% boost in HP, but doubling it might work too.
- Obliteration feels like it could use more, but the idea of dealing a really strong attack but being at a disadvantage afterwards sort of makes sense to me. I originally was going to make the ability stun/incapacitate the WAR upon use (because after a massive swing you're going to try to recover for a bit). I was also thinking of giving it a cast time of 2.5s again to simulate gathering strength for a massive swing.
- Raw Intuition is there for the sake of scaling. The bonuses from STR wouldn't be huge but enough to create a notable difference between parries for WAR compared to the other tanks. I can't think of any issues with this, specially now that tanks are going to be focusing on stacking VIT.
- Still haven't decided on whether or not Defender should grant extra HP and healing like Defiance does. Perhaps something like increasing defense gained from armor?
- An idea I had that didn't make it in was a cooldown that caused your Wrath generators to grant 5 Wrath when used for X seconds. So you click this ability, then click on Heavy Swing and go from 0 Wrath to Infuriated (yes, this means "cooldown => Heavy Swing => Fel Cleave => Heavy Swing => Fel Cleave => Heavy Swing => Fel Cleave" could be a thing).
- Something else I wanted to do was expand on Fracture. The idea was that Fracture would stack up to 3. Once you hit 3 stacks of Fracture on a mob, the mob is "Broken", causing the DoT from Fracture to deal a greater amount of damage but with the caveat of not being refreshable. So you hit a mob with Fracture 3 times, they become Broken and take DoT damage for 30 seconds, but using Fracture on the mob does nothing until the Broken debuff expires.
- One more thing I thought of that didn't make it in was allowing the WAR to consume Wrath stacks to bypass the 15 second cooldown shared by Defender/Destroyer (one stack per switch).
- I took out some of the self healing, and I'm not sure on whether I should put it back in or not.