All for a Mercy Stroke change, kind of eh on the overpower thing though.
Seems a bit unnecessary.
Between Overpower or changing Holmgang to something more useful, I would rather they change Holmgang
All for a Mercy Stroke change, kind of eh on the overpower thing though.
Seems a bit unnecessary.
Between Overpower or changing Holmgang to something more useful, I would rather they change Holmgang
Holmgang is only fun in PvP as it is now.. :P
I agree with Mercy stroke, making a special warrior trait that gives the possibility to always heal yourself when used instead of killing blow; but i do not agree with giving wrath for overpower.. would be awesome to but.. too strong... every 5 overpowers u could steel cyclone or inner beast.. maybe it could have a low % to give it but dev would never implement it..
And about Holmagang, like it is now it sucks... it last 6 seconds which is too low, it doest give u the possibility to move, which means on crowd pulls its useless since u cant move away from mobs aoe and when it finishes your healer wont be able to keep u up aniway. Also it takes ages to take effect, like you need to press it 5 times before it starts. but thats related to other spells too like hallowed ground
LOL
You mean AFTER progression ends and the warrior is geared enough from being the OT that they don't need to rely so heavily on a CD rotation that they do not have, and heal after heal that the healers may not have the MP for during progression, just to stay alive.
P.S. This alone contradicts everything you said previously. There IS actually a reason people prefer Paladins for progression, to many peoples surprise (People really don't think this is a meaningless meta, do they???). Warrior's don't shine as MT until they are ridiculously geared, or whatever team you're with has the fight down well enough to where there are little to no mistakes, even from the DPS. If the DPS are taking unnecessary damage, there goes your MT.I didn't say that, but there are places where PLD are clearly better than War as MT, like wise there are places where War are better than PLD as MT. In raid tho, people would prefer PLD as MT if trying to clear. But once the everyone knows their roles, PLD or War as Mt doesn't matter anymore
And lastly, a change to overpower like that wouldn't actually be that bad. Think of how much TP it costs to use Overpower, let alone 5 of them.
Last edited by Ditto; 12-08-2014 at 08:59 AM.
Player
I agree on Mercy Stroke but not on Overpower. Fracture, maybe nice, but not Overpower.
If Fracture generated Wrath we might actually see this in use by MT.
Or not.
Thank you Ditto!
This was another reason I thought that may work out. Overpower is very costly. Using 5 of them in a row will already put you super low on TP, so having the respite to use a single utility skill with wrath isn't so bad, is it?
This is an interesting idea. Fracture as-is generates barely any threat, and has I think the lowest potency of any DoT in the game. This coupled with warriors not being a dps class means some super low damage. Its useful, and the damage helps when combo'd properly, but as stands its not a great skill. May be too OP, though, adding wrath gen to any skill is a huge buff. The only reason I thought it'd work with overpower is the "4 or more targets" stipulation. Which means for most boss fights it would change nothing, and even if you spammed out 5 overpowers, you'd be low on TP. Thats 550 tp!
Why is it overpowered to think that after spending 550 tp and about 12 seconds spamming overpower, One use of steel cyclone is going to be super powerful? I'd honestly probably use it for Inner Beast instead if the group is that big and giving me survival issues.
Last edited by SakiKojiro; 12-09-2014 at 01:13 AM.
It's actually only worthwhile on WAR, every other job that has access to it only has extremely situational uses for it. Outside of Defiance you should have 100% uptime on it. With Defiance on you should apply it during Unchained, and then whenever it's about to fall off + you have 5 stacks of Wrath. I think it would be fine to add a +Wrath to Fracture, though with OP you're basically looking at an extremely self sufficient AOE DPS job disguised as a tank. Being able to Unchained OP spam with Bloodbath, Berserk, and Internal Release, then being able to Steel Cyclone after 5 OP spams.. with Maim.. and Vengeance damage... that would be pretty insane. It's technically possible to do this now but you gimp your AOE on the previous trash pack, whereas with this you would have Unchained + SC every 120s, and 2x SC every 60s. This would... just trust me, this would be really broken. Fracture is a lot more reasonable as it would give us more room to use it while in Defiance without hurting our Wrath building. I don't think that would be broken, though I do think it would give us more DPS in Defiance but we're already higher than PLD so a bit more wouldn't hurt too much.
Right, I see your point, but you've got to waste 550 tp and 12 seconds on a fairly low powered skill in order to get a single infuriate usage out of it. Doing this multiple times in a fight would be pretty tough. If you DID do this, you'd have to wait for TP in between every fight slowing down progress and again, it'd not even work in most boss fights, changing nothing.
As for fracture, Berserk+Mame+Storms Eye+Unchained+Fracture crit Is one hell of a DoT, so I use it when I get that combo option available, but berserk is also situational, you don't want to be using it at the wrong time.
Usually, in a pull where you're spamming OP, the pack will die before you reach low TP. If it doesn't, you'll be using Berserk, so you'll be pacified during the end of the pull or near it so you'll be regaining TP during that time. The main thing about this change is that it's sort of... unnecessary. It would conserve more TP, sure, but it would also boost your AOE DPS on top of that. You'd also only get 1 GCD worth of free TP in combat regen, which really shouldn't make or break how much time you have to wait between pulls. If it were a problem that WAR runs dry on AOE pulls, I don't think this solution would really solve that issue, but I would be cool with a change that did. However, as it stands right now, you should never really be running into this issue unless the DPS aren't really pulling their weight - in which case it's not really a speed run so TP conservation doesn't really need to play a factor in it.
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