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  1. #11
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    A good warrior QoL is to have mantra at 20% as a cross over skill and for monks make it a -30 sec reduction as their class trait (ie. 90 sec gcd but 120 sec gcd for cross-class). Heck I'll even take 10% because most of the time monks don't use this skill and its super effective for a tank who can provide a heal buff for himself and their parity.
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  2. #12
    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 Marxam View Post
    A good warrior QoL is to have mantra at 20% as a cross over skill and for monks make it a -30 sec reduction as their class trait (ie. 90 sec gcd but 120 sec gcd for cross-class). Heck I'll even take 10% because most of the time monks don't use this skill and its super effective for a tank who can provide a heal buff for himself and their parity.
    Problem with this is not just warrior can cross-class mantra. Dragoons and Bards can too. When you make this change, there will be less reasons to bring Monk at all besides for damage. Mantra isn't supposed to be used whenever it's available. A good monk will know when to pop his Mantra that can help either the tank or the party or both. Titan EX for example, monk can pop it between the main tank and the group so they all have the bonus healing.

  3. #13
    Player
    Mcshiggs's Avatar
    Join Date
    Mar 2012
    Posts
    757
    Character
    Vizzer Mcshiggs
    World
    Sargatanas
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Netherside View Post
    Shoulder tackle. I know this skill would make tomahawk pretty useless for a number of situations but I feel like shoulder tackle fits the warrior playstyle so well that it not being cross-class is a huge letdown.

    Invigorate. Yes, I know WARs don't share lancer abilities and we should structure play around conservation of TP (not to mention this gives peon more use) BUT I'm already getting to the point on fights like T4 that I'm fighting to take it easy on my TP use and if Square chooses to implement longer marathon-like battles, WAR and WHM are going to be the first ones running on fumes.
    Whatever dps job that branches from marauder in the future will most likely get lancer as a class for cross class skills, the reasoning giving them pugilist I believe is that it gives a couple different options you can toss around, and remember that warrior is a tank job, not dps, first for lower levels you get a self heal with second wind, it sucks later on, you can make it a bit better if you do things like berserk and mantra first, but that is a second skill slot needed to make it decent, so I look at it as mainly for leveling. Second, warrior has no real reactive skills, giving them featherfoot+haymaker gives them a bit of a defensive cooldown that adds a reactive debuff skill, so you can get a little more than just chaining combos if you want. Warrior has a huge advantage over paladin when it comes to aoe threat/damage, and the tradeoff is that it makes you think about it to manage your TP for things like T4, I know I only want to have to overpower maybe 2 or 3 for the center drops, that way I have more than enough TP to get through the next couple phases until the next center drop, I know I can do more for more damage, but my group has a black mage there for that, so I don't have to worry about topping damage, just make sure the black mage stays alive. People see the big axe and just want damage, but it actually makes sense to me how they did things if you just remember that warrior is a tank, there will come a time when they get a dps job, and then I imagine nerfs will be pretty frequent, because the potential is there for huge damage while still being able to survive almost like a tank. The cross class skills do give you a couple type of style options if you play around with them, you don't always have to go by someone's guide telling you what is the best, because different situations can call for different needs, that's why we can swap those skills as we see fit. And yeah, shoulder tackle, that is a job ability, we have cross class, not cross job, that would be like giving scholar Benediction or Holy.
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  4. #14
    Player
    Unmotivated's Avatar
    Join Date
    Sep 2013
    Posts
    32
    Character
    Ivanna Vitali
    World
    Balmung
    Main Class
    Astrologian Lv 70
    I'd love WAR's off-spec to be LNC purely for Keen Flurry, that alone would completely overshadow anything PGL offers. B4B would sure be nice to mix with Unchained + Berserk and maybe Vengeance during trash, but Invigorate is being overrated.

    Quote Originally Posted by Nicodareus View Post
    Invigorate would give a huge advantage to War over a Paladin by being able to replenish TP. Yes Paladin can replenish mana for flash but flash doesn't equal overpower in threat.
    Literally the only time Invigorate might actually make a difference is turn 4, a fight specifically designed to force people to pace their TP use. Because you recover roughly 60 TP every GCD, and just about every time you hit 5 Wrath you'll be using a TP-free GCD ability, WAR is practically immune to TP starvation outside of Overpower spam, and that's supposed to drain you.
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  5. #15
    Player
    Heroicbandit's Avatar
    Join Date
    Sep 2013
    Posts
    51
    Character
    Cyera Vanguardia
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Shinkyo View Post
    - Invigorate, obviously for OT situation where we focus on DPS
    - Keen flurry, would make so much sense for WAR to have a buff that increased parry rates
    - Feint, applying a slow debuff on mob? good for tanks
    - Life Surge, a perfect combo with IB to get more self heals
    - Blood for Blood, sacrificing mitigation for damage fit my image of WAR pretty well.
    Invigorate is overkill. I never have problems with TP even in Turn 4. Just manage AoE more efficiently and utilize the free threat from Steel Cyclone.

    Keen Flurry makes so much sense on WAR, especially since they decided not to give us Rampart from GLA.

    Feint would add too much to our rotation, not to mention its near useless on many boss encounters.

    Life Surge would be too much in terms of healing when mixed with IB.

    Blood for Blood while would be neat during non-tanking parts of encounters, would be incredibly counterproductive while tanking.
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  6. #16
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Netherside View Post
    Invigorate. Yes, I know WARs don't share lancer abilities and we should structure play around conservation of TP (not to mention this gives peon more use) BUT I'm already getting to the point on fights like T4 that I'm fighting to take it easy on my TP use and if Square chooses to implement longer marathon-like battles, WAR and WHM are going to be the first ones running on fumes.
    Warrior is meant to run out of TP and have to conserve it to some extent. Physical DPS consumes TP at a higher rate than tanks but have access to Invigorate. Warrior and Paladin consume TP at a lower rate.

    Overpower is a very strong ability that is meant to be restricted by its high TP cost. You're supposed to think twice about your TP before using it. The fact that you've run out of TP means that you've overused it.

    In Turn 4, what exactly are you doing to run out of TP?

    Being able to hit 4+ mobs with Overpower doesn't necessarily mean that you should use it. Remember: You don't need to build as much enmity as you possibly can. You only need to generate enough aggro to stay above the DPs.

    You should always enter the second phase with full TP (or at least 900). If you have less than that, you've overexerted yourself on the opening pull, probably too much Overpower.

    Cross-class Flash on Turn 4. It helps you conserve TP on Phases 1 and 4, while still generating AoE aggro. Mix Flash in with Overpower and Steel Cyclone along with your single-target weapon skills. Avoid using it versus Knights. It's unnecessary (single-target is better) and it reflects damage onto you.
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  7. #17
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Heroicbandit View Post
    Snip
    Invigorate and B4B would be for Off tanking scenarios.
    I don't have any TP issue while tanking, but in T5 during the Fireball/conflag phase where I focus on DPS, I can run out of TP just by constantly doing SE>SP rotation during that phase.
    Would be quite usefull for dungeon speed run where you also want to maximize AoE DPS and not just hold treat.
    B4B would be good for DPS checks like Titan XM heart and superbombs as OT. The end game content has many encounters with tank swap where you could certainly afford to pop B4B in between swaps (e.g. all the XM primals fights).


    WAR is a good MT but we're also excellent OTs (much better than PLD IMO) so I'd certainly welcome skills in that direction.
    And even from a MT perspective, our current cross skills from MNK are so meaningless that I can do without them at all (I use them because I have them but they/re not making much of a difference...).

    Life Surge, given the long CD, you wouldn't be able to abuse it. So while it does allow for a big burst in selfhealing, I don't think it'd be OP looking at the duration of the fight. Internal release can already provide a similar self healing burst if you can crit 2 IB while it's active.
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