That's the problem buddy. And its hardly a small dps margin. paladins can't dps for shit don't act like you can.



This guy is the dumbest troll I have ever seen post lol...
First he brags about his "6 Level 90 Pieces of gear". They are all bought by myth except a T1 Breastplate... that screams end game experience.
and..
I guarantee you your account, you will not out DPS me, or any other skilled paladin by 100 DPS.
But what's 9k to a 500k+ health boss, other than what a BLM can do in 22 seconds?
Your total buffs will bring your combos to +5% damage, up from -25%, but that's still only at most 100 damage more per ability (a strength/det-relative 206 vs. 308 on RoH/BB), about 35 dps more than a Paladin, for 5% more healer mana consumption. Include the 10% crit bonus as another 5% damage if you like, but without AoEs, the dps bonus still is not prevalent. I'll admit, I wouldn't mind a single Warrior for Turn 4. Hell, I might prefer it if AoE dps is low, but I'm not going to use it as a MT, and going double PLD regenerates tank AoE while helping healers via Ballad. With your TP you'd only be able to keep up Storm's Eye on single-target OT phases to regen that TP. (Though at least the patch will help out a lot in that regard via TP cost reductions.)
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I'll agree though that I'd rather not see Warrior become quite so mitigation-oriented as the patch will make it. I love being able to self-heal all the WP and AK boss fights. But the scaling (to damage for self-healing) isn't going to get us through raids. The stronger the enemy is than ourselves, the more enemy-based effects (damage taken reduction) are worth. When a boss only does 2k damage per 20-some seconds, reduction is worthless and WAR requires no healing. When it hits for 30k in that time, you're looking at a Rampart 6k vs. your Inner Beast, which would cost you another (assuming a Wrath-regain average) 2.3k to use without Infuriate. Having a mostly self-based arsenal is not going to get us through endgame, where we a comparatively tiny collection of stats compared to what we're fighting. If you want that to come off with a more self-heal-ish flare, such as increasing Storm's Path self-heal based on damage received (including what was absorbed by mitigation, likely), its only difference is going to be in it appearing twice over a 10-second stretch while Sentinel would last across it, and being reactive rather than preemptive. (Or maybe have the patched-version Storm's Path damage reduction/absorption give a damage buff (up to some 1.2k damage, 2 of which would be consumed per potency of the following attacks, thereby empowering the following Inner Beast as well, healing for 1.8k+ more.) If that's Warrior enough for you, then great. But something's got to take advantage of, scale off, what's bigger than us.
I'm a warrior... There is a class description below the name.
I did not ignore your post, but merely argued against some of its basis, which was the part I felt to be important.
Good changes:
Brutal Swing (though fairly unnecessary)
Storm's Eye (we run ourselves out of TP much faster than PLDs, who can flash)
Holmgang (may still need to add a high diminishing slow, or an unbreakable bind for a shorter duration, but this will at least give it some use.)
Steel Cyclone (allows us to actually use more than just Overpower for AoEs, allowing us to compensate for single-target DD simultaneous with AoEs and gives us greater pull strength if want to SC, Inf, and go. I've no objections.)
Unchained (awesome, though I wish it was even less)
Less than satisfying:
Defiance (Not sure what to make of this. I honestly like being able to SC and drop Defiance altogether after healing has stabilized on mid-sized pulls for the extra damage, since Bloodbath and a Regen are often enough for 5 or fewer mobs, but as long as our base enmity isn't changed to compensate, I like the Defiance enmity increase. I'll miss the healing on Wrath though, since it made us mindful of our rotations. If they're going to make Warrior easier, I'd rather just see an Infuriate CD reduction...)
Mercy Stroke (Would prefer that it also apply a 2-second debuff (via MRD trait, not for dps cross-class ability usage) that will heal us if the mob dies during that time, regardless if we get the killing blow, but possibly heal us for some multiple of overkill amount if we do. At minimum it feels like it needs a MRD trait to increase its damage. I'd like the CD reduction to remain cross-class though.)
Storm's Path See above post
Inner Beast See above post
Yep. Just one guy getting mad because he thinks he has some special warrior skills that every other player has failed to see or use, and that any suggestion that paladin is just flat out better at the moment offends that. Not to mention failing to realize that it is more the party that makes the warrior good opposed to the person playing it. Meanwhile arguing a bad point that warrior does more damage and is therefore better than the paladins, which while a correct point, it does not matter when taking abundant amounts of damage is the point of both classes.

If it bleeds, it can die; if it can die, I can kill it; And there's no kill quite like overkill.
"...No man knows better than I that if you want aught, you'd best be ready to die for it. With great danger comes the chance for great glory, and great profit- we Ul'dahns, who have turned sand into gold, know this well."

For someone who played in beta. Oh wait you joined in September.
Good job, your 9000 dmg over 5 minutes just shortened the fight by a whole 9 seconds if the 4 dps are only doing 250 dps. Yep, that's a big difference alright.
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