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  1. #651
    Player
    GamerX's Avatar
    Join Date
    Nov 2013
    Posts
    9
    Character
    Musou Tennin
    World
    Tonberry
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Warthain View Post
    the community is to blame on this.
    Pls carefully read my reply here.

    SE is to blame as they gave every best thing to paladins then trying to make warriors a subset of paladins. This is another depiction:



    In both 2.0 and 2.1, warriors are always a subset of paladins. In the ideal one, you will find they actually complement each other. That's the reason to bring one each instead of 2 paladins.
    (2)

  2. #652
    Player
    GamerX's Avatar
    Join Date
    Nov 2013
    Posts
    9
    Character
    Musou Tennin
    World
    Tonberry
    Main Class
    Marauder Lv 50
    For warrior's defensive skill as opposed to Hallowed Ground, I'd suggest a new skill instead. It can have this effect for example:

    "Creates a clone of yourself with 100% of your HP and 200% of your enmity for 15s. While the clone is up, you cannot be attacked."

    SE just has to change the value to make a balance. This might not be as strong as Hallowed Ground because the clone can possibly die faster than expected. But, it's still a very potential skill and it gives you a new play style.

    P/S: If SE ever reads this, come hire me lol I'm jobless now
    P/S: It sounded more like a Ninja's tank skill instead of warrior's xD
    (0)
    Last edited by GamerX; 11-30-2013 at 02:07 PM.

  3. #653
    Player
    Seidaku's Avatar
    Join Date
    May 2011
    Posts
    114
    Character
    Sinbound Seraphim
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    I would throw out the hollowed ground invulnerability thing on holmgang and throw out the defensive bonus on inner beast.

    Instead I would increase the cooldown and leave the 300% heal and add a shield of 10% of max hps. When shield breaks or wears off we get pacified.
    This gives the healers some breathing room for healing our hp pool and if used right gives us a little bit of invulnerability without mimicing the pally.

    Probably request that they switch the recast time of unchained and infuriate as well.
    (1)
    Last edited by Seidaku; 11-30-2013 at 02:57 PM.

  4. #654
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by GamerX View Post
    For warrior's defensive skill as opposed to Hallowed Ground, I'd suggest a new skill instead. It can have this effect for example:

    "Creates a clone of yourself with 100% of your HP and 200% of your enmity for 15s. While the clone is up, you cannot be attacked."

    SE just has to change the value to make a balance. This might not be as strong as Hallowed Ground because the clone can possibly die faster than expected. But, it's still a very potential skill and it gives you a new play style.

    P/S: If SE ever reads this, come hire me lol I'm jobless now
    P/S: It sounded more like a Ninja's tank skill instead of warrior's xD
    You just gave it a lesser ability why? The point is to make Warriors equally viable, not less viable.
    (0)

  5. #655
    Player
    GamerX's Avatar
    Join Date
    Nov 2013
    Posts
    9
    Character
    Musou Tennin
    World
    Tonberry
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Leiron View Post
    You just gave it a lesser ability why? The point is to make Warriors equally viable, not less viable.
    It can be more viable depending on how SE polishes this skill. For example, if the clone can be healed, it probably means the actual warrior has 15s of invulnerability, 5s more than paladins.

    Of course, if the clone cannot be healed, SE can allow the clone to do as much DPS as the actual warrior, it simply means DPS is doubled. When the DPS is doubled, you know what to use to take advantage of that

    Also, the red-colored values can be tweaked to make this skill more usable. If not viable now, how about 200% of HP? 300%? SE would have to find out the value thru their internal testing.

    Pls don't be serious. I'm just making examples. I made up this skill was to avoid mimicking paladins like "you activate the skill, sit back and you're unkillable".

    Warrior is built with flexibility and I hope the skills are flexible too. As long as everyone thinks it's in a balanced state, it'll be fine
    (0)
    Last edited by GamerX; 11-30-2013 at 03:38 PM.

  6. #656
    Player
    Phreak's Avatar
    Join Date
    Sep 2013
    Posts
    208
    Character
    Colin Chulainn
    World
    Cactuar
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by Seidaku View Post
    I would throw out the hollowed ground invulnerability thing on holmgang and throw out the defensive bonus on inner beast.

    Instead I would increase the cooldown and leave the 300% heal and add a shield of 10% of max hps. When shield breaks or wears off we get pacified.
    This gives the healers some breathing room for healing our hp pool and if used right gives us a little bit of invulnerability without mimicing the pally.

    Probably request that they switch the recast time of unchained and infuriate as well.
    What the hell?
    (1)

  7. #657
    Player
    Seidaku's Avatar
    Join Date
    May 2011
    Posts
    114
    Character
    Sinbound Seraphim
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Phreak View Post
    What the hell?
    Not sure what you mean. If you made the cooldown on IB 30s then you would get a little bit of a dmg reduction from a 700-800hp shield. You would get a 300% heal. As it is it takes 12.5s about to get to wrath 5 so 3 100% heals would take about 37.5s. So a 300% heal every 30s seems fair. The shield mechanic gives something different than a flat dmg reduction which makes us unique rather than cookie cutter and adding the pacified effect further uses existing warrior traits to make them stand out.

    Also switching the recast time of unchianed and infuriate makes unchained more useful. In addition I would maybe add a 30% dmg reduction for 15s and increase the uptime of unchained to 30 seconds. Again, removing 20% every 12.5 for a 30 every 60 that lasts longer would make more sense to me and gives us another use for wrath that is superior depending on the situation to IB.
    (0)
    Last edited by Seidaku; 12-01-2013 at 03:43 AM.

  8. #658
    Player
    YourAgSshouldBeDisplayed's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Hoogalish Mchoogs
    World
    Goblin
    Main Class
    Marauder Lv 50

    DON'T DO IT (I)

    Okay I have played a Warrior since beta. These changes some good one really bad one. First I would like to start by saying if I wanted to play a Paladin I would have made one not a warrior.

    Giving us more mitigation mirroring what a paladin has is lazy. The problem is there are lots of "warriors" that dunno how to play their class let alone do their rotation.

    Second I will now post the perfect rotation:

    Definance : Tomahawk : Heavy Swing : Skull Sunder : Butcher's Block : Heavy Swing : Skull Sunder : Butcher's Block : Heavy Swing : Maim : Unchained : Internal Release : Berserk : Storm's Eye : Infuriate : Inner beast : Heavy Swing : Skull Sunder : Butcher's Block : Heavy Swing : Skull Sunder : Butcher's Block
    (0)

  9. #659
    Player
    YourAgSshouldBeDisplayed's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Hoogalish Mchoogs
    World
    Goblin
    Main Class
    Marauder Lv 50
    Now you are pacified. Great combo if you time this perfect rotation just right it can be a big help for healing your self and doing HUGE damage as a tank. I have easily healed my self for 3k + using this combo. Also in the middle of a fight you can always jump into the unchained part soon as you have 5 wrath stack ALWAYS making sure that the 5th hit(wrath stack) is Maim.

    The problem with warriors healing them self is that for some reason WHM dunno how to use Stone skin properly. WHM you all should be keeping stone skin on your warrior when health is 80% or greater to avoid overhealing and give your warrior a chance to use inner beast to heal.

    The combination of poorly skilled warriors and WHM that dunno how to use their full potential has been a problem for warriors. Warrior is the better tank because they do TONS more damage.
    (0)

  10. #660
    Player
    YourAgSshouldBeDisplayed's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Hoogalish Mchoogs
    World
    Goblin
    Main Class
    Marauder Lv 50
    So how I feel about the changes is; man I don't wanna be a paladin.

    Brutal Swing change: Great idea can't bitch about being able to stun more often.

    Overpower change: Horrible it does a great job with eminity. What it needs changed is the TP cost reduced from 130 to 120. I'm sick of waiting for 3 60 tp regen ticks to use this when I'm out of TP when I should only need to wait for 2 60 Tp regen ticks. Other than that great skill you can use it to tank multiple mobs all the way to 50 and then beyond that. really didn't need any changes.

    Storm's Eye change: I don't see the point in this. Unless I'm spamming my overpower over and over i never run out of TP. Matter of fact I spam overpower till my last 120 TP then I start my combos to ragain TP.
    (0)

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