Brewmaster is nothing like warrior, stop this.
Brewmaster is nothing like warrior, stop this.
Really? Brewmaster doesn't have self heals? They don't parry attacks? They have access to shields like other tanks? The are not squishy on initial pulls? On and on......
If you don't agree, then that is fine. But if that's the case, do tell why you think it would not work. Don't just make blanket statements with out justification.
I think people focus too much on the self healing as being warriors go-to mechanic. I've always seen wrath - being a raging animal - as more of the key concept. A CD that made the warrior "Go into a rage and refuse to die" (not dropping below 1 HP) for 10 seconds would be a great way to balance out hallowed ground. It wouldn't be quite as good, but it would be better than what we have now. Self healing always has been, and always will be, a gimmicky mechanic that is a monster to balance. It's nearly impossible to make it functional in end game without it being absolutely OP in lower levels/ gear settings. And visa versa, it's very hard to make it balanced early and have it be at all relevant later on. % of health healing on all the abilities is the only thing I can think of that will ever even the playing field for Warriors at different levels.
I agree completely. That is why I feel that a mechanic to either absorb incoming damage, or absorb based off % max HP, would scale better than what we have currently. Either way, the healing absorbed would be relevant and none trivial in current end game content
And that's great! It's an important part of the kit - but it is just a Part of the whole picture. In all honesty, how many abilities do we have the truly grant health back? 3? Storms path is utterly useless - not to mention it's the last step in a three part combo, Bloodbath is laughable, and Inner Beast is *meh* at best. I think the vision is "do-able", but will require more attention from the dev team. Not to mention the only "difficult" end-game tanking mechanics SE has developed are merely spikes where you're scrambling across cd's and relying on healers to stay alive for 1 or 2 big hits. I think a broader perspective on Wrath and other functions of warrior would make for a class that is easier to balance on the dev side and will be much less toxic going into the future!
It still wouldn't scale with the content properly. By having it scale with max hp, you're just changing what stats it scales with (it would scale off of Vit instead of Str/crit/det/weapon). The only way for self healing to be balanced is for it to scale off of the amount of damage taken, such that something like Inner Beast and Storm's Path restore some-to-all damage taken over the last 5-10 seconds (Inner Beast restores all damage takes in the last 5 seconds; Storm's Path restores 10% of all damage taken over the last 10 seconds). Bloodbath as a percent of damage healed is fine, since it's so comparatively small and it's a CD, but Inner Beast and Storm's Path would need to scale differently.
The bigger fix needed, in my opinion, is the WAR CD suite: the strongest WAR CD is weaker than the weakest PLD CD. Given that the devs seem to love intense damage phases and burst damage mechanisms as the tank pressure mechanisms, CD suites are *really* important.
Awesome input. I'd agree that the restoration based on damage taken might be a better approach and would help maintain balance from 1-50 (it's easy for us to forget that not everyone is endgame oriented). If the Healing-to-enmity ratio on the SP heal was 1:1 (or something that works) it would also help us use the ability without feeling a significant loss of enmity from not spamming BB. Potency could be adjusted to grant the same-ish enmity while letting use actively decide between more dmg or more healing. The CD suite is certainly an issue - I think there are many routes to be taken here.
We already have a Potency advantage. Butchers Block is 20 Higher than Rage of Halone.Awesome input. I'd agree that the restoration based on damage taken might be a better approach and would help maintain balance from 1-50 (it's easy for us to forget that not everyone is endgame oriented). If the Healing-to-enmity ratio on the SP heal was 1:1 (or something that works) it would also help us use the ability without feeling a significant loss of enmity from not spamming BB. Potency could be adjusted to grant the same-ish enmity while letting use actively decide between more dmg or more healing. The CD suite is certainly an issue - I think there are many routes to be taken here.
Healing Enmity is sort of not an issue at all unless you get tunnel Sighted, in which case, a Flash, or an Overpower make up for it and overcompensate. However out Enmity combo deals more threat naturally than Paladin.
We already have a Potency advantage. Butchers Block is 20 Higher than Rage of Halone.
Healing Enmity is sort of not an issue at all unless you get tunnel Sighted, in which case, a Flash, or an Overpower make up for it and overcompensate. However out Enmity combo deals more threat naturally than Paladin.
Sorry, Maybe I wasn't specific enough here. I'm talking about balancing the potency and enmity of BB vs SP so they are equivalent enmity output - allowing us to make the choice to use BB for Damage or SP for healing without the worry of losing threat. Basically, leave BB as is for when you want to do damage - and adjust the potency of SP to make it healing oriented. It makes a trade off that causes the tank to actively make more choices.
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