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  1. #1
    Player
    Hanabira's Avatar
    Join Date
    Jul 2012
    Posts
    454
    Character
    Hanabira Asashi
    World
    Hyperion
    Main Class
    Marauder Lv 50
    i dont really see the point of reducing stun.. i use it on the first AK boss for mind flay (and 30 seconds was perfect because the ability is on 30 second timer) and for the soul summoning guy in AK, thats about it. As far as i know, nothing worth stunning is even stunnable.
    (0)

  2. #2
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Hanabira View Post
    i dont really see the point of reducing stun.. i use it on the first AK boss for mind flay (and 30 seconds was perfect because the ability is on 30 second timer) and for the soul summoning guy in AK, thats about it. As far as i know, nothing worth stunning is even stunnable.
    It's mostly for Ifrit HM. People were complaining that warrior+warrior is too risky for DF party so they made Brutal Swing's CD same as eruptions' CD.
    (0)

  3. #3
    Player
    Dedayius's Avatar
    Join Date
    Oct 2013
    Posts
    93
    Character
    Dedayius Lascarion
    World
    Brynhildr
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Lemon8or View Post
    It's mostly for Ifrit HM. People were complaining that warrior+warrior is too risky for DF party so they made Brutal Swing's CD same as eruptions' CD.
    And this is why Ifrit HM is HORRIBLE game design. I hope to never see another encounter like that where almost the entire difficulty for the encounter is based on whether you have a paladin or not.

    Also I'm all for both classes useless or nearly useless abilities being fixed and made more interesting. Less cooldowns, more active abilities please!
    (1)

  4. #4
    Player
    ExarKun007's Avatar
    Join Date
    Oct 2013
    Posts
    60
    Character
    Exxar Kun
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Dedayius View Post
    And this is why Ifrit HM is HORRIBLE game design. I hope to never see another encounter like that where almost the entire difficulty for the encounter is based on whether you have a paladin or not.

    Also I'm all for both classes useless or nearly useless abilities being fixed and made more interesting. Less cooldowns, more active abilities please!
    You don't need a paladin, it just makes it easier with pugs that don't have voice com to coordinate stuns that have cooldowns.
    (0)

  5. #5
    Player
    Dedayius's Avatar
    Join Date
    Oct 2013
    Posts
    93
    Character
    Dedayius Lascarion
    World
    Brynhildr
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by ExarKun007 View Post
    You don't need a paladin, it just makes it easier with pugs that don't have voice com to coordinate stuns that have cooldowns.
    You are correct that you don't need a paladin, but having one makes it significantly easier. That's my issue with it. I would much prefer fights to be slightly easier/harder based on class composition so that the encounter is always challenging rather than being trivialized simply because you have X class. Encounters that are designed like this will lead to community requirements of certain classes or people won't run the dungeon and I would prefer to not see that happen so that every class is always welcome to every encounter.
    (0)

  6. #6
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Dedayius View Post
    I would much prefer fights to be slightly easier/harder based on class composition so that the encounter is always challenging rather than being trivialized simply because you have X class.
    Yep, Iffrit HM was one of the most frustrating fight for me...
    Not because it gave our group a hard time but because it was the first time I felt PLD could do something that WAR couldn't.
    I'd be ok if we were just less efficient, but in that can it's impossible to interrupt all eruption on our own like PLD can... I was really pissed.

    Still, I had the most fun when I had to coordinate stun with another WAR. It felt great doing it that way (the intended one?).

    But for any other content, I'll take WAR's stun other PLD's anytime so I can't really complain!!!
    (0)

  7. #7
    Player
    ExarKun007's Avatar
    Join Date
    Oct 2013
    Posts
    60
    Character
    Exxar Kun
    World
    Cactuar
    Main Class
    Marauder Lv 50
    The current stun is incredibly cumbersome to use, the wind up is so long that most abilities have gone off by the time you can use it.
    (0)

  8. #8
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by ExarKun007 View Post
    The current stun is incredibly cumbersome to use, the wind up is so long that most abilities have gone off by the time you can use it.
    I've never experienced that with Warrior stun. For me it's typically a 1/4 charge bar in length for the Stun Effect.
    --------------------------------------------------------------------------------------------------------
    I like all the changes as it's very balanced with Paladin, I just wish they kept with the Warrior design of HP Absorb = Mitigation.

    If it was possible to track, I think they should have tied Wrath to damage taken. 1/12th of Max HP Damage taken = 1 Stack

    Vengeance - 1/24th of Max HP Damage Taken = 1 Stack (+ the Normal function)

    Inner Beast - Keep 300% Damage into HP - Add Increased Enmity

    Steel Cyclone - Add Absorb 50% of Damage Dealt + Increased Enmity

    Foresight - CD should be 90s - Lvl 14 Enhanced Foresight should add - Increases Parry by 60%

    Because Paladin has both Block and Parry - Warrior should learn a Trait that 50% of Parried Damage is recovered as HP.
    Example: 2000 Damage hit - 25% Parried - 12.5% Healed - Total Mitigation 37.5%

    I think that design would tie in really well with the New Holmgang as well, since when it wears off you will be at 1HP without any heals. You should be at full Wrath Stacks from Damage taken to get to that point, so before it wears off:

    Berserk, Internal Release, Second Wind - IB + Infuriate + IB
    (0)
    Last edited by Judge_Xero; 11-24-2013 at 01:40 AM.