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  1. #21
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    Just a side note, I run with extremely good healers normally, and the pacify can be cleansed off right as it goes on you.
    (0)

  2. #22
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Here's the soltuion:

    Trait: Enhanced Holmgang - Level 50
    For the duration of Holmgang, any action you take generates an extra stack of Wrath.


    By the by I actually LOVE Holmgang. It activates A LOT faster than Hallowed Ground so I have actually been able to do split-second activations that have saved the group.
    (0)

  3. #23
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    Quote Originally Posted by Ehayte View Post
    Here's the soltuion:

    Trait: Enhanced Holmgang - Level 50
    For the duration of Holmgang, any action you take generates an extra stack of Wrath.


    By the by I actually LOVE Holmgang. It activates A LOT faster than Hallowed Ground so I have actually been able to do split-second activations that have saved the group.
    Right, but thats only if you get in trouble with 6 seconds left on the fight, or your healer was slacking or in trouble so badly that they'd be completely unable to heal you for 6 seconds, at which time you'll still end up at 1 hp and really hard to heal. Its just a move that is far too situational to be good. Kind of similar to the problem with Mercy stroke. Most people just use it as extra dps right now, which I don't think was the intention. Kinda like the holmgang trait idea, though. Its a step in the right direction.
    (0)

  4. #24
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by SakiKojiro View Post
    snip
    Its more about preventing a death. In end-game raids the biggest danger to a tank is getting spiked down, not being pummeled so hard heals can't keep up. If you listen on teamspeak to a progression raid the tank death usually are followed with a "wtf" from the healers or an "oh sh*t!" from the tanks. Holmgang is a nice little insurance policy, since you can't really use it like Hallowed or even like any other CD, its great to be able to see a situation that could get bad and hit it as an insurance policy. 2,000/11,000 hp left and I know the healers have several things to be worrying about? Holmgang while I wait for that Cure II to finish casting.

    6 seconds is PLENTLY of time to go from 1 hp to survivable, especially if you can IB>Infur>IB with bloodpath up to help out. Lustrate/CureII heals me for about 6k, adding just one of my IBs on there for 600-700 more and I'm over 1/2 hp to absorb the next blow.

    Holmgang is useful, its just not comparable to HG, the only advantage it has over HG is that is easier to use quickly. HG has about a .7-.8 second activation delay, whereas holmgang is almost nearly instant.

    And thank you for the compliment on the Holmgang trait idea - I think that that gives it viability to becomes a multi-use CD - crowd control, wrath generation, insurance policy.
    (0)

  5. #25
    Player
    Thistledown's Avatar
    Join Date
    Oct 2014
    Posts
    340
    Character
    Mighty Miggles
    World
    Tonberry
    Main Class
    Fisher Lv 50
    I just use holmgang to pull in ranged trash mobs

    Does it prevent knockback by Titan?
    (0)

  6. #26
    Player
    Steady's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    713
    Character
    Steady Styrmdraga
    World
    Faerie
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Thistledown View Post
    I just use holmgang to pull in ranged trash mobs

    Does it prevent knockback by Titan?
    It does. Also works for Shiva too.

    In alot of ways, Holmgang is like Warrior's Swiss Army answer to Tempered Will and Hollowed Ground, and in some ways Cover, if you can keep a mob from someone else with the bind ability. But it's also neither of those three and inferior to those three.

    The best thing you can say about it though is that it's recast if lower.

    Though in Wanderer's Palace, 2nd boss is fun to lock down.
    (0)

  7. #27
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by SakiKojiro View Post
    I honestly like warrior as it is now, but it could use some useability changes to make it on par with Pally.


    I'd like one of these 2 things (one of them might be super op, so forgive me.)

    1. Change Mercy stroke...

    2. Make Overpower generate "Wrath" when hitting 4 or more targets.

    EDIT: 3: Change holmgang please.

    Thoughts?
    1. I use mercy stroke for the dps. A zero tp, off gcd attack at 200 potency every 40 secs. Yes please. The heals are only for solo content like alex maps and such where it is really easy to time the attack.

    2. No, since it will entice more people to op spam. I would personally change it so that it doesn't interrupt your combo like flash but as it stands it doesn't break the game balance and its fine as is.

    3. Yes this definitely needs some love. The easiest fix imo would be change it to 10 seconds instead of 6. Even with a 180 sec cd it still sucks as our "oh shit button". Its far too niche of a skill. I only use it stop enemies and very rarely used it to save my ass and when that happens I either wasn't paying attention to my cds or a healer is dead.


    A tweak/buff I would love, is to fix foritfy. It is a supper shitty skill and only increases my physical defense by 20%, which at my current phys def only adds a little less than 300 def just barely making it over 1k phys def. It's decent but with most attacks in-game being magic you can see where I am going with this. If Foresight also increased parry rate by 20% on top of the increased defense then we have a viable skill, especially for multi hitting moves like Bahamut favor. It would also make a lot more sense since Parry is the only passive mitigation we have that is tied to a stat where as pld has Parry and Block and due to the rng in this game is very unreliable at best.
    (0)

  8. #28
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ehayte View Post
    Its more about preventing a death. In end-game raids the biggest danger to a tank is getting spiked down, not being pummeled so hard heals can't keep up. If you listen on teamspeak to a progression raid the tank death usually are followed with a "wtf" from the healers or an "oh sh*t!" from the tanks. Holmgang is a nice little insurance policy, since you can't really use it like Hallowed or even like any other CD, its great to be able to see a situation that could get bad and hit it as an insurance policy. 2,000/11,000 hp left and I know the healers have several things to be worrying about? Holmgang while I wait for that Cure II to finish casting.

    6 seconds is PLENTLY of time to go from 1 hp to survivable, especially if you can IB>Infur>IB with bloodpath up to help out. Lustrate/CureII heals me for about 6k, adding just one of my IBs on there for 600-700 more and I'm over 1/2 hp to absorb the next blow.

    Holmgang is useful, its just not comparable to HG, the only advantage it has over HG is that is easier to use quickly. HG has about a .7-.8 second activation delay, whereas holmgang is almost nearly instant.

    And thank you for the compliment on the Holmgang trait idea - I think that that gives it viability to becomes a multi-use CD - crowd control, wrath generation, insurance policy.
    Even if Holmgang is just a type of insurance policy, it's a really bad one. And having it generate wrath stacks no matter the action you do, for just 6 seconds? That's 2 or less wrath stacks you'd be getting either way assuming you're at least 1 heavy swing into any of your main rotations. Or if you use a wrath stack buff, etc. Even then it'd still be gimped, because it's most attractive feature, and the reason it's used the most is to save yourself, which is hardly ever hit. (As is, if you don't hit 1 HP, using Holmgang was a waste)

    My suggestion for Holmgang would be this:

    - Increase duration to 15 seconds.
    - Remove the root, and turn it into something like Tempered Will.
    - Change the pull to a gap closer. Doesn't matter it's range, even if it's short, the pull does nothing for bosses.
    - Make the target fixate to you for it's duration.
    - You cannot go below 1 HP for it's duration.
    - For the duration of Holmgang, your Wrath stacks will "Overcharge" to some legendary 6th stack or something and essentially you have a permanent 5 stacks of wrath effect for the duration of holmgang.
    Alternate:^ For every 2 seconds of Homgangs duration, you immediately gain 2 wrath stacks.

    Now sure, it sounds like quite a lot, and Paladins would probably throw a fit. But think about it.

    They have Hollowed Ground. 10 seconds of immunity to just about all damage. Meaning they take NO damage at all, meaning they don't even need heals for it's duration. Holmgang, the Warrior is still going to need to be healed, if not throughout the entire time, towards the end of it's expiration so they don't get smacked as soon as it drops and die. Ontop of this, BECAUSE they do still take damage, they have permanent capped Wrath throughout the entire time. Damage boost (Obviously people will probably use it with Unchained and Berserk), and an Inner Beast every 3 seconds or so, meaning that's a permanent 20% damage reduction and a small self heal every time. It will allow the Warrior to almost fend for itself for the duration of Holmgang, by mitigating what it can, and taking back what the boss took from it every time it can, giving the healers time to focus elsewhere.

    Not so much different from Hollowed Ground in terms of survivability, only 1 takes damage and lasts a bit longer, while the other one is just flat out immunity to everything. (Anything that hits through Hollowed Ground also hits through Holmgang btw)

    And if permanent wrath is too much, then 2 wrath every 2 seconds would be good, if not even better, because wrath generating would still be viable to cap your wrath as many times as you can throughout the duration of Holmgang.

    P.S No, Holmgang is not nearly instant lol. It has basically the same delay to it as Hollowed Ground has.

    (inb4 the plethora of holy justice paladins who feel that Warriors should never have any skill comparable to HG, and that by wanting Holmgang to be comparable to HG in terms of saving your ass, you play Warrior wrong)
    (1)
    Last edited by Ditto; 12-12-2014 at 06:49 AM.

  9. #29
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    1. Change Mercy stroke...

    Agreed, just changing it to something like "if target enemy is killed within 2 seconds of being hit by this attack ..." would make a world of difference.
    I know it is useable as extra dps, but it is supposed to be more than that.
    This change should also be built into the base ability and not through a trait so that it carries over if cross-classed.

    2. Make Overpower generate "Wrath" when hitting 4 or more targets.

    No, don't agree with this one for pretty much the same reasons others haven't.

    3: Change holmgang please.

    Definitely needs to happen.
    Some change ideas of mine.
    - Increase duration to 12 seconds, just enough to do a full combo and fit in an IB with a little flex.
    - Increase the %hp amount that the WAR cannot be taken below to 10%, that way there is a little extra buffer and you won't potentially be dropped by an auto-attack or DoT when the effect goes off.
    - Have the ability pull the enemy to you and bind it for a short time (1-3 seconds?) and get rid of the player being bound as well.
    - Make it give you a self-heal buff for the duration of Holmgang that has you heal X% of damage done. That way you can focus on going all out damagewise to keep yourself up and mitigate the healing needed from others. This could also play into strategically timing a big attack like IB for right before Holmgang ends to get a huge burst heal (since you would get the self heal from IB too). This would also make Holmgang very useful in huge trash pulls since you would be putting out a lot of damage with Overpower and would therefore be healing yourself a lot. It should stack with Bloodbath.
    - It should also have the same effect as Tempered Will.
    - May need a longer CD depending on balance, maybe 240 seconds?
    (1)
    Last edited by TouchandFeel; 12-12-2014 at 07:26 AM.

  10. #30
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Ditto View Post
    (inb4 the plethora of holy justice paladins who feel that Warriors should never have any skill comparable to HG, and that by wanting Holmgang to be comparable to HG in terms of saving your ass, you play Warrior wrong)
    As someone who mains paladin, I'm just going to say this. Y'all suck. You seriously need a tune up. Holmgang is just one of the issues. Thrill of Battle is a laugh an a half to me. If you're getting the crapped kicked out of you, an HP boost for 20 seconds and 20% of your health in healing isn't really going to save you. And Bloodbath, what is this crap? If it was like Inner Beast where you healed for 100% or even 50% like Path of Storm, it would be a good skill, but as it stands, while in tank toggles, the healing is usually double digits. I'd rather have stronger healing for less time than weak healing for 30 seconds.
    (3)

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