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Thread: WAR Adjustments

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  1. #1
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Coth_X View Post
    By that logic, we should take away pld's riot combo since it restores the resource they use for aoe hate.
    I didn't know PLD had a FREE skill that INSTANTLY restore 40% of their max MP.

    And it seems like a lot of people forget that Holmgang can be used TWICE more than Hallowed Ground. If the duration was the same, PLD's trademark invicible skill would just be a lessen WAR one. No Thanks.
    You can also learn how to time holmgang properly, or refrain your WS so that you can pop Inner Beast precisely when you need it...in short, know how to play the job.
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    Last edited by Reynhart; 05-16-2014 at 02:03 AM.

  2. #2
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Reynhart View Post
    I didn't know PLD had a FREE skill that INSTANTLY restore 40% of their max MP.

    And it seems like a lot of people forget that Holmgang can be used TWICE more than Hallowed Ground. If the duration was the same, PLD's trademark invicible skill would just be a lessen WAR one. No Thanks.
    You can also learn how to time holmgang properly, or refrain your WS so that you can pop Inner Beast precisely when you need it...in short, know how to play the job.
    Getting anything really useful out of Holmgang requires either precise coordination with your healers so that they don't drop a big heal right as you pop it or healers that aren't topping you off before spike damage. It's generally counter intuitive for a healer to not heal you when you are low to the point that you'd use Holmgang and healing you for a big amount right as the tank pops Holmgang means it did nothing but bind you. This skill only functions as a defensive cool down if you take damage that would've killed you. Compare this to Hallowed Ground which is always a defensive cool down, unless you aren't being attacked.

    Getting use out of Holmgang doesn't just involve knowing when to cast it, but also excellent coordination with your healers so that it actually functions like a defensive CD.
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  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Reynhart View Post
    And it seems like a lot of people forget that Holmgang can be used TWICE more than Hallowed Ground. If the duration was the same, PLD's trademark invicible skill would just be a lessen WAR one. No Thanks.
    Being immune to all damage is quite a bit different than not dying. Magnitude of effect plays a very important part in the balancing process, which you seem to be forgetting here. Even if Holmgang's duration was increased, HG would still be better as an uber-CD since you can use it when you're about to take a crapton of damage as opposed to when you're low on hp and about to take a crapton of damage.
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  4. #4
    Player
    Coth_X's Avatar
    Join Date
    Aug 2013
    Posts
    90
    Character
    Coth Ex
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Reynhart View Post
    I didn't know PLD had a FREE skill that INSTANTLY restore 40% of their max MP.
    Well, PLD doesn't have to burn their tp to do aoe enmity and last I checked my pld, had like 1500 mp or something like that.

    I don't get tp starved anymore, but I still would rather have lancer invigorate and feint rather than second wind and featherfoot. I still don't get how one of 2 tanks in the game that can only parry, doesn't get the improved parry cross class skill :/
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