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  1. #1
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Freyyy View Post
    When switching stances as a WAR :
    + You convert your stacks
    + You don't lose a GCD
    + You don't spend MP/TP
    + You don't break your current combo
    - You don't instantly get Defiance's HP when switching from DPS to tanking stance
    -Less healing received from any healing ability/spell except Benediction compared to PLD/DRK
    -Locked into Defiance for 10s, PLD/DRK can drop Shield Oath/Grit instantly after a tankbuster (PLD can reactivate Sword Oath after finishing its current combo with no Oath)
    -Have to sacrifice a Fell Cleave and +10% crit for Inner Beast
    -Inner Beast won't heal you to full unless you're full STR, you're using Berserk AND you get a crit so you still need healer help or you need to blow ANOTHER cooldown
    -Can't even use Inner Beast outside of Defiance, PLD/DRK get access to all their cooldowns besides Blood Weapon
    -WAR has the biggest conflict between using abilities offensively and defensively so either you're losing DPS or mitigation (IB vs FC, stacks from Berserk/Vengeance/Raw Intuition)

    Quote Originally Posted by AzureFlare View Post
    You forgot the part where, since heals and shields snapshot, you retain the benefit of buffed HoTs and shields when switching back to Deliverance compared to Grit/Sh.Oath. Very nitpicky I know, but it adds up pretty nicely over time, especially with Conval.
    Completely agree with your post regardless.
    That also works the other way around: any WAR tanking in Deliverance needs to have Regen recast on them to get the full benefit when they change to Defiance.
    (0)

  2. #2
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Launched View Post
    snip
    Yeah all of this is good and true, but that wasn't the point at all. We were strictly talking about the very moment when you switch stances. What you're talking about is just the choices you do during the whole fight when you choose to be either in Defiance or Deliverance every time you switch. That's what WAR is all about : constantly choosing between an offensive or a defensive option, and that's a whole other discussion.
    I'm not really trying to say that WAR is OP, because I don't think it is. It's just the best designed job in the game and it works wonderfully. I also don't want Grit/Oaths to be off GCD; what I want is them to no longer interrupt combos and eventually SwO only being oGCD. I fully know and understand why WAR's stances are oGCD and work like they work compared to the other stances, but nobody can find a true and accurate justification of why the hell Grit/Oaths are breaking combos, while costing time and resource. Time and resource should be enough of a downside.
    (1)

  3. #3
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Launched View Post
    snip
    These are valid points on paper but rarely a disadvantage in practice. When I alt-raid on WAR, compared to DRK, its a complete easy-mode snoozefest as far as stance dancing and the sheer number of buttons that need to be pushed.

    The thing is, IB is so fucking worth the sacrifices you make for it. Its readily at your finger tips and stacking it with any *ONE* of WAR's other significant cooldowns (RI, ToB, Vengeance, hell even Foresight paired with a well timed Equilibrium) means you essentially have a huge tankbuster CD combo every 30-40s.

    IB+RI - 30s - IB+ToB - 30s - IB+Ve - 30s - IB+RI - 30s - IB+whatever is left - 30s - IB+ToB - 30s - IB+RI - 30s - IB+Ve - 30s - etc. etc. ad nauseam. In between all of these they still have Zerk+Bloodbath, Conva, perhaps Foresight+Awareness, Second Wind, and every other Equilibrium, and extra IBs.

    When people harp in-game on how well designed WAR is as opposed to using the term "overpowered" I instantly ask if they have every tank leveled and if they honestly don't feel like WAR is straight-up easy-mode on almost any fight in comparison. PLD is just a straight up struggle, and playing DRK correctly is like playing a DPS and a tank at the same time in terms of the number of fucking buttons you need to press ALLL the time. (Although in my opinion DRK feels the most -actually- balanced because I feel like it has the same degree of challenges balanced with power and advantages as most other non-tank jobs...) With WAR you have a cooldown for anything and everything and it just feels like minimal work needs to be done to survive. Even hopping into Deliverance while MTing for a triple cleave, you'll have RI and Vengeance up so even though you're out of Defiance you've got a 30% damage reduction going +100% parry rate, and these instances are planned around the pacing of the encounter so if a WAR is ever without one of those CDs for an upcoming tankbuster cause they were triple cleaving earlier, its the player and not the job.

    It can do everything and it can do it so EASILY. I don't even play on my WAR that much, but whenever I do its like riding a bike it immediately comes back and its like "psh, i got this" whereas on DRK its like riding a bucking bronco (which is awesome in its own way) and PLD is just... annoying because the job is designed to play suboptimally because of enmity issues of all things.
    (2)
    Last edited by Syzygian; 12-16-2015 at 02:12 AM.