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  1. #1
    Player
    Thatusernameistaken's Avatar
    Join Date
    Sep 2016
    Posts
    133
    Character
    Lady Lunafreya
    World
    Faerie
    Main Class
    Arcanist Lv 90

    Warrior Suggestion

    Hello! I hope whoever is reading this is having a great day! As the title suggests, the following is my idea for what I believe would better suit Warrior's playstyle and help it stand out from the other tanks. Warrior is currently in a great place, but lacks a unique identity from the other tanks. The following are my suggestions to make Warrior more focused on converting damage to healing to stay alive instead of flat damage reduction mechanics like the other tanks.

    - Revert Inner Beast to heal you for 300% of the damage dealt and remove the damage reduction aspect
    - Buff defiance to increase max health by 35%, heal you for 25% of damage you deal, and remove Bloodbath.
    - Change Storm's Path to apply a shield for 150% of the damage dealt instead of a heal for 50% of the damage dealt and remove the damage reduction aspect.

    Let me know your thoughts and have a great day!
    (0)

  2. #2
    Player
    Kai_Lee's Avatar
    Join Date
    Sep 2014
    Posts
    794
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    Oh wow, talk about OP
    (1)

  3. #3
    Player
    Kai_Lee's Avatar
    Join Date
    Sep 2014
    Posts
    794
    Character
    Kai Lee
    World
    Excalibur
    Main Class
    Lancer Lv 70
    You don't need a healer anymore with those suggested changes, plus equilibrium plus second wind, potion and thrill of battle
    (0)

  4. #4
    Player
    Thatusernameistaken's Avatar
    Join Date
    Sep 2016
    Posts
    133
    Character
    Lady Lunafreya
    World
    Faerie
    Main Class
    Arcanist Lv 90
    It's my understanding that crossclass skills are being reworked/removed in Stormblood, so Second Wind wouldn't be part of the toolkit anymore. And TBH, Warriors didn't need a healer back when IB was a 300% heal and people still complained it was underpowered. They complained so much, in fact, that Warrior was changed to what we see today. So the community definitely didn't see this playstyle as overpowered back then as you're suggesting. Even taking into account the additional tools we have today, I do not think this would be nearly as OP as you're suggesting.
    (0)
    Last edited by Thatusernameistaken; 02-25-2017 at 01:37 AM.

  5. #5
    Player
    Ilan's Avatar
    Join Date
    Aug 2015
    Posts
    3,057
    Character
    Kurumii Tokisakii
    World
    Shiva
    Main Class
    Ninja Lv 70
    Nah it won't be OP if you heal yourself by 25% on every hit that you do since WAR don't deal any dmg at all.

    That is sarcasm if there are people out there who aren't able to understand that.
    (0)
    Last edited by Ilan; 02-25-2017 at 09:11 PM.
    Quote Originally Posted by Canadane View Post
    Good talk, all. Glad we had it.
    暗闇の力#7805

  6. #6
    Player
    Dement's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    472
    Character
    Dement Drachte
    World
    Coeurl
    Main Class
    Warrior Lv 78
    Quote Originally Posted by Thatusernameistaken View Post
    It's my understanding that crossclass skills are being reworked/removed in Stormblood, so Second Wind wouldn't be part of the toolkit anymore. And TBH, Warriors didn't need a healer back when IB was a 300% heal and people still complained it was underpowered. They complained so much, in fact, that Warrior was changed to what we see today. So the community definitely didn't see this playstyle as overpowered back then as you're suggesting. Even taking into account the additional tools we have today, I do not think this would be nearly as OP as you're suggesting.
    It would be incredibly OP to have even more HP, a constant form of Bloodbath and shields equivalent of non-crit SCH shields (my Storms Path can crit to 3-4k which would give me a ~6k shield every 3 GCDs as well as cure me for about 3k HP in those 3 GCDs.

    Also WAR wasn't changed because it was underpowered, it was changed because of the way Twintania's tankbusters worked. WAR had no mitigation while PLD had a ton of mitigation. WAR could literally not tank it because Death Sentence would basically 1 shot them. It's hard to use a reactive ability (Old inner beast) to heal yourself when the move is designed so that PLDs would have to use mitigation. Couple that with the way endgame healing works (you proactively cast Cure when high damage is coming, you don't wait for the damage to go out) and it was a mess of overhealing. It's much better to have a proactive ability (new inner beast and vengeance) to mitigate.
    (0)

  7. #7
    Player
    bounddreamer's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    1,598
    Character
    Talya Stormbreaker
    World
    Lamia
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Ilan View Post
    Nah it won't be OP if you heal yourself by 25% on every hit that you do since WAR don't deal any dmg at all.
    LOL

    Thanks for the laugh
    (0)

  8. #8
    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 Thatusernameistaken View Post
    They complained so much, in fact, that Warrior was changed to what we see today.
    Keep in mind that, back then, WAR had absolutely no mitigation...at all. And that the healing bonus was not tied to Defiance but Wrath. For me Defiance should stay as it is, and Inner Beast could be reverted back to its previous effect...with a little twist. Any HP leech above your max HP would increase your max HP for a short duration.

    I'd like WAR to come back to its original concept of tanking by sheer HP and increased healing.
    (2)

  9. #9
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Thatusernameistaken View Post
    - Buff defiance to increase max health by 35%, heal you for 25% of damage you deal, and remove Bloodbath.
    - Change Storm's Path to apply a shield for 150% of the damage dealt instead of a heal for 50% of the damage dealt and remove the damage reduction aspect.
    the problem whit this 2 are how scaling with damage, the defiance buff heal you for 25% + innerbeast 300% heals can be pretty much more with bersek, i mean its become a 325% self heal around the damage you dealt with inner beast?

    and the shield/selfheal need to be tie on defiance or those 150% shields on deliverance can be more powerfull that sentinel or by exception they dont stack with healers one, all this changes with the actual state of bersek can make WAR stay in they OP status this expansion, i dont want to imagine a 150% shield in deliverance with bersek.

    in any case i put all self heals and shields effect behind defiance and bersek dont scale with ap anymore to have it undercontrol, meaby reduce the effects of someones to make unchained more usefull and act like a virtual cd bcs you can use those shields every 2 gdc.
    (0)
    Last edited by shao32; 02-25-2017 at 06:02 AM.

  10. #10
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Reynhart View Post
    Keep in mind that, back then, WAR had absolutely no mitigation...at all. And that the healing bonus was not tied to Defiance but Wrath. For me Defiance should stay as it is, and Inner Beast could be reverted back to its previous effect...with a little twist. Any HP leech above your max HP would increase your max HP for a short duration.

    I'd like WAR to come back to its original concept of tanking by sheer HP and increased healing.
    And the Warrior would end up close to where it was in 2.0 with similar problems. Not enough damage taken vs self-healing equals immortality/near immortality. To much damage taken vs self-healing equals being to squishy to be viable. Non-percentage based mitigation leads to small viability sweet spots on the immortality curve.
    (1)

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