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  1. #1
    Player
    CygnusMajor's Avatar
    Join Date
    Nov 2011
    Location
    Uldah
    Posts
    25
    Character
    Cygnus Major
    World
    Excalibur
    Main Class
    Gladiator Lv 67
    Quote Originally Posted by Derza View Post
    How would that help with balance? It is impossible to balance warrior as it is - because they are based off of personal stats to get mitigation while paladins is based off of incoming damage... Sure if they leave it how it is they can balance it for ONE situation but out side of that warrior would be better in things easier than that one situation while paladins would be better in harder content - adding another damage buff that is based off of personal stats will only shift the threshold of when paladin becomes better - It will not balance the classes.
    I don't understand your statement. War was designed as a damage dealing tank with self heals but the damage it deals is too close to what Pld can do. Giving War Fight or Flight would give War an edge in damage and another buff to pop before Inner Beast without having to redesign its abilities.
    (0)

  2. #2
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by CygnusMajor View Post
    I don't understand your statement. War was designed as a damage dealing tank with self heals but the damage it deals is too close to what Pld can do. Giving War Fight or Flight would give War an edge in damage and another buff to pop before Inner Beast without having to redesign its abilities.
    Except that you're just adding a bit of damage to a tank; you're not appreciably increasing survivability because not enough survivability is derived from damage dealt to enact that, especially when you're increasing damage over a limited period of time.

    The damage that a tank deals is negligible. If a WAR did 50% more damage than a PLD, it still wouldn't be a major factor in their effectiveness as a tank and usefulness to a group: Tank damage equates to a tiny portion of total damage compared to the multiple DPS that a tank runs with, which will reduce that 50% increase in damage to a whole ~5% increase in total damage dealt by the group, or killing a target in 95.24% of the time that a PLD would. When you consider that a WAR still takes ~10% more healing than a PLD does (8.7% from passive attributes, extra added to account for CD suite inequality), you're still talking about a pretty substantial net loss to group effectiveness.

    Fight or Flight wouldn't really solve anything. To, once again, use the analogy, it's a band-aid on a broken leg. It's not going to do anything.
    (2)

  3. #3
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Kitru View Post
    Except that the issue isn't that WAR self-heals aren't large enough; it's that their self *do not scale properly*.
    That is why we have the +healing on Wrath to begin with. WAR's self-heals are not for maintaining HP pools; they are for addressing damage spikes. In that sense, I think it would be best to reduce the usage rate of Inner Beast if anything along with increasing the healing amount, making it a superior burst mitigation method. Really, if you want to fix WAR, you have to look at its deficiencies and address them specifically.

    WAR dies to burst damage?
    ->Increase eHP or add/improve burst mitigation ability.
    WAR inferior over time?
    ->Increase HP healing received bonus, increase mitigation, or increase self-healing ability.
    WAR's self-healing too weak to make a dent?
    ->Boost healing amount or boost healing rate.
    WAR has inferior utility abilities?
    ->Add additional effect to other skills, provide other advantages which make weakness acceptable.

    In this case, I think it's clear that SE must increase the HP bonus from Defiance, because a drain tank demands that it have more eHP than a mitigation tank. PLD doesn't have too much, WAR just has too little. This should address the first problem. Burst mitigation abilities could also use improvement (ToB being blah, though it's tough to fix due to the fact that it heals you right now), but adding new ones requires finding ability space and making it work without being overpowered. For healing over time, improving flat healing will just result in the job being overpowered solo and in 4-man content. This means it should be pretty much left alone as a rate. Mitigation would just be turning WAR into PLD, which is silly. Thus, boost HP recovery bonus. In my first post, I matched it at peak to PLD, but I think I prefer the solution others have given: take the boost off of Wrath entirely. Until that happens, using IB will hurt you, and that's never a good place. I'd put Defiance at a flat 20% boost to healing received. This is less than PLD's effective 25%, but self-healing is added to rather than opposed to this. With that, you can also afford to reduce Wrath generation rates, and that will let you increase the potency of IB's heal to make it a more effective burst mitigation tool. You keep overall healing rate the same (or even reduce it a bit), so it doesn't harm solo and 4-man balance, but you make the tool more significant for endgame, especially when combined with Berserk/Maim/SE for doubled potency. With HP recovery off Wrath, you also give players the opportunity to use the ability, and you'd have the HP pool to accept the increased drain. The final one... pshaw, just make Steel Cyclone not complete trash. Anyway, these tweaks (only two really major changes -- HP bonus on Defiance and doing something-or-other to Steel Cyclone) wouldn't do a whole lot for WAR in 35-50 dungeons, but it would hugely improve WAR's stock in endgame dungeons.

    //EDIT: Had to fix my own comma splice. It was bothering me.
    (1)
    Last edited by Gamemako; 10-03-2013 at 07:10 AM.