You make my brain hurt. I won't go over all the dribble that came out of your mouth but will just use this as an example of someone talking about something they know nothing about. If you played WAR even just a little then you would know that the buff from Inner Beast can't "almost always be up" You have to have wrath stacks to use it. Our main rotation to keep threat is Heavy Swing (does not give wrath)-Skull Sunder (one stack)-Butchers Block (one stack). So one full "hate rotation" and you build 2 wrath stacks.
Now here is where the math gets complicated so stay with me ok, we need 5 stacks to us Inner Beast. So that means we have to go through 3 full rotations to get enough stacks to use Inner Beast (well not 3 FULL rotations but you wouldn't want to let Butchers Block go to waste on the last rotation). So a 2.5 GCD with 3 moves per rotation equals 7.5 seconds per rotation. So you have to do three of them and now you are looking at having the damage reduction from Inner Beast every 23 seconds or so. So that means that if you use Inner Beast every time it is up then you will the debuff up about 25% of the time. Which also means you couldn't use you wrath stack for anything else except Inner Beast........
So please explain how this is?Shield oath only without having to lose damage for it.
God damn it now I am all worked up at work and have to respond to this as well
So you want to have another HUGE damage reduction that gets cross classed to PLD? The whole F'ing point to all of this was to get WAR on par with PLD, it seems to me you are wanting to take the idea of being relatively equal in the tanking world and making the PLD OP again.Vengeance- This skill will also reduce damage taken by 30%.
Response: Approved.
In return: Damage Mitigation is a PLD's thing. Also PLD have really crappy cross class skills. I can approve this on the condition that Vengeance become a PLD cross class skill.
Ok, that theory works when you are tanking lower level dungeons but as it has been talked about TO DEATH, the idea of having a larger HP pool and "life steal" as our mitigation just does not work at high levels of play. The hits come so fast and hard that our "life steal" is like pissing in the ocean. Being able to heal your self is useless if you can't survive the encounter.Response: Denied. Damage Mitigation was designed to be a PLD's place. Not a WAR. WARs are designed to have more hp and str than a PLD. Their "mitigation" is life steal.
Now don't get me wrong, I wish SE would have went a different route with WAR and have us as a true "blood tank". Something along the lines of having Inner Beast, Butchers Block, and Storms Path have a much higher potency (or just ignore the damage reduction of Defiance) and a combo bonus of 300% of the damage creates a "blood shield" that surrounds us and absorbs incoming damage while healing us for 100% of the damage done. Then you wouldn't have to have all these traits of "increased emnity" floating around Obviously the numbers would have to be tweaked but that would be our "form" of mitigation while still having our gameplay totally different than PLD. So we could then be a proactive tank. I haven't seen an MMO yet that having a reactive tanking class worked out well.
 
		
		 
			 
			
 
			 
			 Originally Posted by VoxInaBox
 Originally Posted by VoxInaBox
					
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