Not really, this equalizes tanks. Paladin already had 4 cooldowns above Warriors, now it's even. You will want both anyway, Rage of Halone debuff + Storm's Path debuff
Love the changes. Only problems I have are:
1.) Mercy Stroke is bad because it is damn near impossible to actually land a killing blow with it, not because of the CD.
2.) The increased enmity on Steel Cyclone is not enough to make the skill worth using, particularly because of the buff to Overpower. Why would I use SC when I can just spam Overpower? I guess if I wanted some snap AoE aggro without draining my TP too much..
3.) How is Foresight unchanged? It's easily one of the top 3 worst abilities in the game.
Also, lol at all the nervous Nancy Paladins posting how these changes are OP. /rollseyes
Keep in mind PvP is getting its own skills, it won't use PVE skills so there will be no transfer like you mention with inner beast changes I suggested. As for your point about hp ratio I do see what you're getting at but there are other ways around it than just copy pasting PLD. For example I'm fine with the holmgang adjustment. It kind of like a last chance effect. And more self heals to keep their own hp up rather than relying solely on the healer. unless we ever get to the point where mob auto attacks are doing 9999 damage I don't think WAR ever has to dip into straight damage reduction like these adjustments.@ Cabalabob
Inner Beast could have used something like give 30% Max HP + 300% Damage done as shield that last 10 seconds would have been better than this -20% Damage for 6 seconds. That said a 8,000 HP Twintania warrior tank could get 3,000 damage shield which isn't the same but fits the purpose of making it able to tank Twintania. However... If you look into PvP... that shield is just... Disgusting...
@ Gamemako
I'd pray to the gods of RnG, Lags, and Pure Skill if I manage to land one Mercy Stroke on a Clockwerk Bug/Soldier/Knight/Dreadnaught or Spinner. An execute skill needs to feel like an execute, 200 potency is too low, even if you put it at 1000 potency landing that shit for the 20% Max HP heal is just way too hard... Heck sometimes my Chocobo gets last hit over my Mercy Stroke, but well maybe if it was 1000 potency then probably I wouldn't miss... Probably...
Yeah I do agree that some people will just get a MRD in to Storm Path but then at the end of the day you still need a 2nd tank. And the warrior only has Inner Beast and Defiance as a winning card. Dreadnaughts don't really kill you except when they do the auto swing + skill. Sadly Warriors still can't ST post snake phase in Twintania with the stun changes.
Even with 40s CD on Mercy stroke you will see at most 2-3 Mercy Stroke on a boss before it is dead...
Potency 120 vs Potency 200
Free vs not free
All Warrior "needed" was to overcome the 10% damage taken diffirence it used to have.
Getting a permanent 20% more HP cured and being able to use Wrath every 12,5 seconds on Inner Beast for a 6 second -20% reduction (essentially 10% all the time) would have done this already.
Increased Enmity on everything on top of that, Invincible, another -30% damage taken ability, essentially a MASSIVE damage increase from being allowed to spend wrath while also circumventing the damage output reduction with Enchainment, less recast times, less TP use, Longer Duration buffs and essentially godmode WERE NOT NEEDED OR DESIRED.
Last edited by Surian; 11-21-2013 at 12:47 AM.
As always with all mmorpg's buffing and nerfing classes per patch is just going to happen. Stick to the class you like and dont play a class cause its OP or "needed". I started with WAR, never bitched about him being useless in very hard content where people preffered paladins. Now with 2.1 class will be finally more useful but that doesnt really matter as i enjoyed playing WAR eitherways.
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