The buckler!!!Here's a thought, something that has been bothering me for awhile now.
This thing...
Why not make it an off hand item, that not only increases parry chance, but amount and since it's basically a spiked buckler add a little reflective damage from incoming melee attacks?
yes? no? drink more coffee before i post?
Thats a good idea!
It's not a buckler. It's a gauntlet. Also, PLDs already get bucklers as part of their shield options.
I really don't see a point with providing an offhand item. Why not just give the axes *themselves* some effective equivalence to Shields or provide WAR with a straight up ~25% multiplier to the contributions of Parry Rating and STR's contributions to parry? Unless it's outright impossible because of back end limitations, it would amount to the same exact thing without screwing up the existing equipment paradigm.
imho this could be a major fix IF damage dealt resulted in healing. Quite honestly you would figure that at the very least defiance wouldn't have penalty but would add to strength and parry thus making us a bit more survivable.

To summarize the problem with Warriors is:
1. 25% Max HP +15% Healing > 20% Reduction. On case basis 5000 HP > 6250 HP with 15% Healing vs 5250 HP with 15% Reduction. However healing the paladin will have 5% more effective per cast/mp. On top of that this is considered when a warrior does not consume his Infuriate or gets it back up whenever he uses it.
2. Inner Beast, the biggest devil of them all. Almost in every situation it will cause either the warrior or the healer to overheal. Is not affected by wrath healing multiplier.
3. Enmity/Dmg. Whilst warrior have Maim and 10% Slashing debuff which causes other skill to provide stronger emnity. Paladin have Circle of Scorn and Spirits Within which are off GCD to make up for the damage and more TP effective.

4. Further mitigation rat race. Rage of Halone 10% STR debuff well does not mean 10% damage reduction but still puts the paladin ahead, and to top it off with 1 more mitigation mechanic which is Block. And if you think that is the end of the road, add in Blind effect which is more constant than Featherfoot which is accessible by warriors.
5. The rat race continues... Inner Beast can often heal you 12% Max HP to 30% if it crit with buffs lined up. A Paladin with cross class Stoneskin can cast a 10% damage shield any time he wants.
6. Cooldown is where Paladin blow warriors out of the water. Foresight 20% Defense increase =/= 20% damage reduction of Rampart, not in physical department even more so in Magic damage department. 40% Damage reduction vs 20% Max HP heal = 2000 EHP vs 1250 EHP assuming parry cancels each other out there is still Block on the table. And finally we have Blood Surge vs... wait what? You can cross that shit and still have Hallowed Ground as Paladin.

How to remedy the disparity? Allow Rampart to be cross-skilled if you are reluctant to buff Foresight but still its only 10% for the Warrior (Due to trait). Still need to buff like at least 35% Magic Defense and Defense to maybe make Foresight to hold a candle against Rampart.
Like many people stated bake 15% Healing received into Defiance and bump it up to 20% minimum though many suggested 25%. Inner Beast should be a shield to prevent overhealing. Second wind should be based off Max HP instead of attack power. Berserk should not penalize the warrior that hard in terms of Wrath generation, put a -50% damage for 5 seconds after berserk so warriors can still generate Wrath.
If Halone can have -10% STR and Enmity increase at least Storm Eye/Butcher's block can have it. Bake Enmity increase into Storm Eye and Storm's Path life steal into Butcher's Block.

Remove redundant shit like Unchained (From wrath requirement), if Paladin's have Hallowed Ground with no conditions Warriors should get Unchained with no conditions. Vengeance will always still be a useless skill nothing but a AoE pull extra damage and free off GCD wrath generator in Boss fights. Take off the strings attached on Steel Cyclone put it on a 25s CD like Circle of Scorn and off GCD generates wrath but no longer ignore Defiance damage reduction.
Done your warrior is fixed. Oh and throw in a silent effect on Holmgang too while you're at it and put Brutal Swing on GCD and 100 TP but still doing 50 potency.
I don't understand why Pld was given so many defensive cooldowns and War was given almost none. Running instances on Pld I always have several cooldowns ready if I really need it. Warrior I get to take full damage or burn cooldowns and hope nothing does wrong in the near future.
I also don't get this "Look cool doing it" thing. Yeah warrior would look cool if it required a lot more skill to be able to do the same thing. I would be happy for that. Problem is that is not the case. Pld can derp their way through things that rip War a new one.
It won't happen, but I'd love if Defiance as a click to turn on:
- +20% HP
- +20% ALL damage dealt to healing
- +20% healing
My numbers are clearly just bullshit, but I'd love for Paladin to remain a mitigation tank and Warrior a self healing one.
Leave the crit on the Wrath stacks and possibly make Foresight not so shit...



Thread's tl;dr.
Anyone ever suggested overheals? Like, let war's self heal attacks go over his own maximum HP? 7k HP warrior at max hp does inner beast and heals for say...1500. He now has 7k hp and a 1500 hp barrier.
Then put wrath's +healing to defiance. Turn wrath stacks into +healing done to self. So other people healing would always have +15% and a war healing himself with attacks would be healing +30%. If that's too strong, put a limit on the hp over heal barrier (30% of max hp?).
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