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  1. #11
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    I'm not a Warrior, but sometimes play one on the internet.

    Getting a brief feel of the job, I would have liked to see at a minimum:

    Unchained / Steel Cyclone / Inner Beast independent of the global cooldown.

    And the rest is just wishlist kinda stuff:

    Holmgang: Add a huge parry boost (or six second Stoneskin-like effect). If SE reduces the cooldown of Holmgang, adjust the parry boost accordingly. The risk of Holmgang is that if it used as a mitigation move, but cannot avoid an avoidable AoE. This may also build a synergy with a healer who uses Esuna / Leeches to remove the Bind effect.

    Fracture: Adjust Warrior trait to have an Evasion Down effect. Less a mitigation move, more a "Warrior = high risk, high reward tank." There are some mitigation risks with a Warrior, but his/her presence may allow for other party members to trade out Accuracy for other stats.

    Sometimes I think of the "cyclone" or "storm" as an obstacle to overcome. And in line of that thinking, think Steel Cyclone and Storm's Path.

    Steel Cyclone: In addition to its current effect, adds a moderate Parry boost. If you're on top of your health and enmity, you won't need Inner Beast or Unchained, so you perhaps go for the mitigation chance that Steel Cyclone could provide (again, Steel Cyclone independent of the GCD). In AoE situations, this may help survival rate a little since most AoE fests involve melee attacking foes.

    Storm's Path: Either adjust the self-healing or replace self-healing for a short duration, lesser "Stoneskin-like" effect. This may be "Absorbs damage equal to 100% potency, duration 15 seconds." If a Warrior is on top of their hate and prioritizes survival, they may be able to make the healer role easier by refreshing Storm Path as a buffer. In conjunction with Berserk, this would improve the absorption effect of the shield, making Berserk a choice between "do damage and gain enmity or self-heal with absorption."


    Random bullet points
    * This won't solve the problem of damage scaling. For that, it may require newer content to be designed that may place both tanks in similar positions of peril.
    * I think content like Amdapor Keep end boss and Hydra have the healing debuff that affects incoming healing magic, but does not affect self-healing. This hurts the healing received from Wrath stacks, which is one of the Warrior's survival mechanisms. The Warrior, howe'er, can still take advantage of self-healing without penalty.
    * The revised Storm Path may be useful in situations where max HP is reduced from debuffs.
    * Berserk with Inner Beast and Storm's Path would be the mitigation flavor, on a Berserk length cooldown.
    * Strength favors increased enmity generation, self-healing, and improved absorption from Storm's Path. With the enmity increase, may allow for more opportunities to use Storm's Path combo.
    * Vitality does what it always does, still being attractive for its synergy with Defiance, Thrill of Battle, Stoneskin, and improved passive HP regeneration.
    (2)
    Last edited by Fiosha_Maureiba; 11-16-2013 at 04:12 AM.

  2. 11-16-2013 02:46 AM

  3. #12
    Player
    Fragget's Avatar
    Join Date
    Nov 2013
    Posts
    1
    Character
    Askos Stixzadinia
    World
    Faerie
    Main Class
    Fisher Lv 50
    Berserk: No longer pacifies the user if Defiance is on.

    Bloodbath: Now a passive effect of Defiance.

    Defiance: Now increase healing received by 15%, increases critical strike chance by 10, and applies the bloodbath effect.

    Wrath: Now stacks up to 8 times, no longer increases healing received or critical strike chance.

    Steel Cyclone: No longer costs wrath stacks, 10 second cooldown, increased emninty.No cooldown when used while under the effect of Unchained.

    Thrill of Battle: Now increases healing received by 20%, cooldown lowered to 60 seconds.

    Foresight: Redesigned, now decreases damage taken by 20%. 60 second cooldown.

    Unchained: Now increases critical strike chance by 25% and decreases damage taken by 50%. 2 minute cooldown. Consumes all remaining wrath stacks (No minimum required).

    Inner beast: Now costs 4 wrath stacks to use.

    Enhanced Brutal Swing : Now silences the target if they are immune to stun.

    Infuriate: Now grants 8 wrath stacks.

    Warrior can now learn Invigorate from the lancer job.

    Warrior can no longer learn Convalescence (Merged into Thrill of battle).



    That's my wish list. Seems like a lot, but most of it is actually just QoL or fixes to poor design decisions. (IE: Healing increase being tied into wrath stacks instead of Defiance).
    (0)

  4. #13
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Paikis View Post
    Healing bonus put onto Defiance and bumped to 25%
    Bloodbath becomes a permanent buff.
    Butcher's Block gains 50% of damage as a heal.
    Storm's Path changed to be a 250 potency attack that grants a bubble for 200% of the damage dealt. -OR- a 250 potency attack that doubles the healed amount on your next Inner Beast. -OR- If Bloodbath doesn't become a permanent buff, have Storm's Path reset the cooldown on Bloodbath. -OR- a 250 potency attack that applies a 10% STR buff for 1 minute.
    Steel Cyclone gains a 5x enmity modifier and is now a 300 potency attack.
    Unchained no longer requires wrath and grants 20% damage reduction.
    Foresight trait also grants a 60% parry chance buff.
    Berserk becomes a 50% damage buff instead of 50% attack power.
    Hold your horses tiger. You forgot about Heavy Swing: Increase potency to 999.
    (2)

  5. #14
    Player
    Gooner_iBluAirJGR's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    627
    Character
    Rosenthal Hogire
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Sargon View Post
    Remove the job and refund the tomes.
    Being excluded from titan and coil when that's 100% of end game isn't fun enough for me.
    i love you.
    (1)

  6. #15
    Player
    Dlewis1986's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Raging Bull
    World
    Balmung
    Main Class
    Marauder Lv 50
    quite honestly I feel that we need to just be keep our off tankish feel and remove our dam debuff and have some way to the damage we deal becomes healing we receive. Imo steel cyclone would be cool if it applied fracture after fact giving you small dump heals when used properly with blood bath.
    (0)
    Last edited by Dlewis1986; 11-17-2013 at 02:16 AM.

  7. #16
    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 Fiosha_Maureiba View Post
    * This won't solve the problem of damage scaling. For that, it may require newer content to be designed that may place both tanks in similar positions of peril.
    You can't have content scale different for each tank. Right now, WAR is almost perfectly balanced with PLD for 4 man content, and *well* behind PLD on 8 man content. Your changes, since they are just flat increases rather than changes to scale, would make WAR better than PLD for 4 man content and *still* worse than PLD for 8 man content. Basically, unless you actually change how the WAR self healing scales, WAR will simply be the 4 man tank while PLD becomes the 8 man tank, which still has WAR getting excluded from all real end game content.

    This is the problem with *every* suggestion by people that look at WAR, hear about how it's worse than PLD, and end up thinking that increasing self-healing is some kind of a WAR performance panacea. It's completely ignorant of the actual reasons that WAR has problems.

    It's also important to keep in mind that self-healing is naturally inferior to straight up mitigation: WAR has to *survive* a hit to heal itself back up; PLD just takes less damage. So, for the big burst damage mechanics that the devs are so fond of, WAR becomes *way* more likely than a PLD to die because, while a PLD blows a CD and just takes less damage from the hit, the WAR has to survive the hit so that it can mitigate it after the fact. Because of *this*, the more of your mitigation that is derived from self-healing *the less effective of a tank you end up being*. Self-healing as a secondary mitigation mechanism works just fine but it can *never* be a significant portion of your total mitigation if you want said tank to actually be able to do upper level content. There's a reason why pretty much *every* self-healing-as-mitigation tank in games gets changed to rely less and less upon that self healing (either that or the devs just stop caring about balance altogether, like what happened in City of Heroes with Regeneration) and more and more upon properly scaling proactive mitigation mechanisms, like absorb shields that scale off of damage taken over the last X seconds and static damage reduction: you can't balance effectively across multiple styles of content (PvP, small group, large group) without doing so.

    Also, the Holmgang change still doesn't do much to make it useful. Holmgang's problem isn't just in the fact that it binds you (which, btw, is likely the intended purpose: to make you immune to knockback and forced movement effects; Holmgang is supposed to be the WAR version of Tempered Will); it's also the fact that it's got a 6 second duration on a 180 second CD. Even if it *did* provide a massive mitigation buff while active, it still wouldn't do much because its got absolutely crappy uptime (3.33%). The only CD in the game with a *worse* uptime is Hallowed Ground (2.4%) and that's for a pretty obvious reason.
    (2)

  8. #17
    Player
    BobbinT's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    1,523
    Character
    Bobbin Threadbare
    World
    Masamune
    Main Class
    Thaumaturge Lv 90
    I only want 1:

    Please return the 1.0 version of Steel Cyclone. Heck... even the warrior character using that move on the End of Era trailer shows some devastating effect. And even the XI version of Steel Cyclone still better than we have now.

    Kinda funny how back in 1.0 when jobs introduced, ppl complained that PLD too weak and WAR overpowered, keep nagging to depowered that job.
    (0)

  9. #18
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by BobbinT View Post
    I only want 1:

    Please return the 1.0 version of Steel Cyclone. Heck... even the warrior character using that move on the End of Era trailer shows some devastating effect. And even the XI version of Steel Cyclone still better than we have now.

    Kinda funny how back in 1.0 when jobs introduced, ppl complained that PLD too weak and WAR overpowered, keep nagging to depowered that job.
    People said WAR was OP in 1.0 because it was the Preferred tank, but they fail to understand why. Here are some reasons:

    1. A good WAR used to do about roughly 50-60% dmg from a real DPS job so the extra DMG was preferable for dungeon speed runs and not a 3-5% dmg increase from PLD like it is now which IMO is an insult.
    2. Self Heals were GOOD and not shitty like they are now
    3. War had some Decent mitigation abilities like foresight/featherfoot(and others i just don't remember names right now) being way better than it is now.
    4. The DMG was Needed for the 15min? (it's been a while) dungeon runs for that extra chest for Darklight loot and the Relic Speed Run Dungeons which required like 13 min dungeon clears so WAR was clearly preferable.
    5. Enemy DMG wasn't high enough to warrant a PLD (except maybe SOME bosses)
    6. You could switch jobs inside Dungeons so for some fights I remember doing WAR x2 because of adds that could overwhelm the party so Steel Cyclone's AoE helped a lot along with black mages obviously(the princess tanked by 1 war and the knight antlion by another i think it was? been a while)
    7. PLD was always the mitigation king specially after 1.23 if i recall correctly
    8. VIT used to increase our autoattacks (which u did a lot back then since you used to build tp) and STR increased our WS DMG iirc
    9. PLD's increased their autoattacks by Mind i think it was (call me out if wrong) and they stacked Vit and some STR to help with threat so they did less dmg than War's
    10. We used to Parry more often! because of our abilities/traits (Give us Keen Flurry or something similar like before plz -.-)
    (1)
    Last edited by Darthvoltrius; 11-18-2013 at 12:47 AM.

  10. #19
    Player
    Delorean's Avatar
    Join Date
    Sep 2013
    Posts
    714
    Character
    Altani Dotharl
    World
    Diabolos
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Sargon View Post
    Remove the job and refund the tomes.
    but i have spent more than 3k tomes

    =(

    wat do
    (0)

  11. #20
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Kitru View Post
    You can't have content scale different for each tank. Right now, WAR is almost perfectly balanced with PLD for 4 man content, and *well* behind PLD on 8 man content. Your changes, since they are just flat increases rather than changes to scale, would make WAR better than PLD for 4 man content and *still* worse than PLD for 8 man content. Basically, unless you actually change how the WAR self healing scales, WAR will simply be the 4 man tank while PLD becomes the 8 man tank, which still has WAR getting excluded from all real end game content.
    Perhaps the first time I've ever truly agreed with Kitru with anything. Thing about WAR is it might be behind other jobs in terms of balance, it's not quite as far behind as people make it out to be. Even just changing the amount of incoming heals received, % healed from IB/BB/SE, or let Heavy Swing build Wraith is going to make a significant difference in WAR's performance and that change can make or break WAR to be OP if they're not careful. Hence why the devs are hesitant to do any significant changes to WAR.
    (1)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

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