Reddit post from the Balance discord discussing their analysis of the change to warrior dps.
https://www.reddit.com/r/ffxiv/comme...adly_designed/
Keep in mind paladin was nerfed downward, and dark knight was buffed ever so slightly.
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Reddit post from the Balance discord discussing their analysis of the change to warrior dps.
https://www.reddit.com/r/ffxiv/comme...adly_designed/
Keep in mind paladin was nerfed downward, and dark knight was buffed ever so slightly.
Ever so slightly is an understatement, lol. Breadcrumb 'buff'
So in spite of what others are saying, WAR in 4.2 is still dumb and boring but is actually OP?
From the sounds of the reddit post, it will still out dps the other tanks (including its 4.1 self) provided it can hit its 5th GCD in IR windows. On paper, it seems like a buff.
Given the paladin nerf and the small buff dark knight received they should be more or less equal. So provided people learn the priority system warrior appears to be set to be the hardest hitting tank by a more comfortable margin.
If its true, i am going to change my job. xD
However why does everyone is so heated up by those changes, we should wait for the patch and then test the dps ourselves and compare it with the older numbers.
Knew it, sks and det melds. Infusion to capitalize that small window. There's no reason to worry about directhit when your strongest hits that matter are going to direct anyways.
Technically they could even sks and tenacity for some extra mitigation on the side. Must be nice to not have to worry about melding full direct like the other 2 tanks.
Edit: If you play warrior and the other 2 tanks, you will end up either uncaring of your melds for drk and pld or you will be switching melds in and out... very annoying.
It's almost like reddit finally figured out what i've been saying since the notes went up...
All hail your god tank, the warrior!
Again, the numbers don't interest me. This is a pic from that post and the reason I am not looking forward to these changes:
https://cdn.discordapp.com/attachmen...236b994561.png
Technically you would want to cleave as high as you can on the beast gauge for maximum +%chance crit but be at 50% or lower before infuriate comes available.
The only odd time you might not want to wait till the gauge is higher is to clip off the remaining time left on infuriate if cleave is available. Latent rotation annoyance.
You'll still want DH and Crit because for 80s you won't have your steroid buff. At most you'll need a 2.3GCD to hit 5 cleaves in your window. Anything below 2.3 will probably not be useful. Tenacity is still trash. Det will be useful, but I wouldn't meld it. 4.2 will likely be Crit > DH > SKS to Cap (somwhere around 2.35 - 2.40 seconds depending on your ping) > Det
Laughing so hard at that pic. LOL
Anyway, only reason I didn't already use skill speed before is because it would cause my skills to be up out of sync. Now that I don't have to sync Berserk with IR, or even wait for a full beast gauge for IR, one can safely max skill speed and just spam away with no worries.
Assuming your GCDs don't clip though, I don't think we'll need much under 2.4s recast to hit the 5 Fell Cleaves. Unless your connect is really REALLY bad.
To be fair, this analysis is still made in a vacuum and if you read the whole thread, the author later states that taking raid buffs into account, it will be either a buff or nerf depending on your party composition. However any panic regarding some massive dps nerf is indeed unwarranted.
That said, most people remain salty about what is illustrated so perfectly in the earlier mentioned picture rather than any presumed dps loss.
This would be a stronger argument, if not for the fact that we've already got a tank job with very similar playstyle.
That is meant to be an argument point. It is meant to say that I’m not commenting on its playstyle, recognizing that that criteria is something which is subjective.
I also do not see any mention of raid buff nerf in their post. Are you looking in the comments?
problem with playstyle arguments is you are porking over the current "warrior". I will personally enjoy this "style" for warrior more but i am not by any means a war main. I hated this crap from Blizzard come every gd xpac, so it would be unfair for me to not call it out here. (SB changes were "additions" things like this and brd for example are "reworks") Reworks are often very divisive for a said class' community. (brd i forgave too cuz imo this was the "natural" progression for it and bow mage was just a snaffu)
Yeah. Here is the comment I am referring to. Just thought it should be mentioned for precision's sake.
I want to tackle this argument regarding "WAR is now the same as PLD".
That's only relevant when talking about the DPS rotation of the jobs. You now have a very long downtime of a repetitive rotation involving aroung 6 skills, and a strong but short burst phase where you mostly spam one button. So yeah, they're pretty much both the same in that aspect.
HOWEVER.
The tanking aspect of the two jobs, mainly regarding aggro management and damage mitigation is still very distinct. And now that Warrior will be able to very easily do some stance dancing without much repercussion at all, -such as using Inner Beast more freely with a minimal DPS loss, while also taking advantage of the "downtime" period of the rotation to use Unchained (which should've got its cooldown reduced to 90s btw, but I digress)- the differences are even more important.
This will translate into the WAR being even more able to have a very flexible tanking playstyle which will be very useful to optimize healer's synergy. And this is an aspect of the 4.2 change that very few people talk about. They still have this mindset where Warrior is just a DPS job with a blue icon. Which is why they are mostly focusing on the DPS rotation being extremely simplified now... I mean, I do agree that the simplification is brutal. But only focusing on that is, in my opinion, a mistake.
I do agree with the Unchained/IB usage being something to consider(although let's face it, that aspect will be most likely gone as soon as you know the fight). However, please do not make assumptions about people only thinking of dps all the time and for goodness' sake, don't throw around that stupid "blue icon dps" term.
Part of the playstyle was making use of WAR having the best set of sustained mitigation cds of all tanks, so that you could be full time Deliverance without straining the healers, it's not like it was just "hurrdurr dps while keeping aggro". It's both about how you dps and how you mitigate.
But yeah, the flexibility might keep it more bearable for a while at least so that's a plus.
idk, Fyce does have a point when 90% of the outrage was "muh deeps" when they saw the zerk trait. after all: If it sounds like tantrum-filled minority blue icon dps fan-base, acts like a tantrum-filled minority blue icon dps fan-base and thinks like a tantrum-filled minority blue icon dps fan-base, it's a penguin!
Someone will do the math and figure out the EXACT SkS to hit that 5th FC. Anything over that will be just like accuracy, wasted.
Skill Speed is the new Accuracy.
No. Accuracy cap means your attacks don't miss wherever you're playing from. SkS means that you can hit that 5th FC *with your latency* - which will vary from player to player.
Too many are focused on the fact that WAR's burst won't align with every buff, but it's not so bad. The way I see it, it frees up the concern of having to be aligned in the first place. 4.1 WAR was exhausting to manage their gauge. It was even more exhausting when the ninja didn't use trick attack on the dot. To be free from all that is a nice change.
I disagree, the fact that our beast gauge is completely irrelevant to our burst window means we can now go ham on the FC button without worrying about being ready for it. As long as we can maintain TP with equilibrium and party utility, I think a very large sks setup will put out more dps than a direct hit focus meld or even a crit setup. It will help capitalize on infuriate as well. Gonna trust my guts on this one but honestly I hope I'm wrong.
And skill speed still works when it does go over the cap, even if it is otherwise not the best.
From what I've seen, you only need 2 Quickarm Materia VI on your Ax to get off 5 FCs during IR.
I laughed entirely too hard at this post. xD
But I can't help but notice that the DPS output is roughly similar as before, yet the survival rate for the class has gone up significantly.
It has equated to more flexibility for the class, and far more simplicity for it's DPS aspects.
That's here or there to many...but I can't say I am discontent with the alterations Square has made.
Interesting direction.
Steel Cyclone for days.....for life. >:)