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  1. #1
    Player
    Garver's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    6
    Character
    Damelia Lhea
    World
    Gilgamesh
    Main Class
    Warrior Lv 60
    Quote Originally Posted by YanDere View Post
    <snip Heavensward Path analysis>
    I'm sorry, what? Storm's Path in its current state is arguably the primary reason to take a Warrior into progression scenarios. Even in the current tier, one of the easiest and most lightly tuned on record, it served a strong purpose to smooth out damage curves and mitigate huge AoE spikes such as the Mega Holy following Stasis into Sacrament in A12S.

    Further, the ability saw ample usage in farm. Storm's Path was integral to maintaining high raid DPS - maximum Deliverance and Cleric Stance uptime - with a Warrior tanking the General's Might in A12S adds phase. It also could be used to supplement other raid mitigation tools to allow a tank to use one fewer cooldown in a mitigation stack or to net a healer a damaging GCD.

    It's not a crutch tool. It's one you need to learn how to use properly by analyzing the 20 potency trade you make as a Warrior with some other potency gain from another job.

    You clearly don't understand what Storm's Path in its current form is capable of or the full breadth of its use cases. The new Storm's Path could generate the same rage as Eye/Block and keep the debuff and it would be far more powerful. Would you spam it? No, because that's not the point. You'd measure your usage of it just like you should have been doing for all of 3.x.
    (3)

  2. #2
    Player
    YanDere's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    340
    Character
    Parry Lyndon
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Garver View Post
    x
    But here you're just describing Path optimization, not Path's purpose. Path is a really strong tool that leads to higher raid damage but with a purpose that is wrong at its base.
    Obviously, being Path so unneedingly strong, optimizing it leads to really high raid dps, but the fact it is a constant ace up your sleeve makes it a thing you don't strategise over, you just use it during big bursts and immediately make the fight easier with no cost whatsoever.
    I'm not questioning the raid utility of current Path, I'm questioning its reason to exist. Path is strong, but wrong. (imo)
    What was Path in Heavensward, is now Reprisal, on a decently fast cooldown. That's something you can strategise over intelligently, instead of just having Path ready anytime for free.
    (0)
    Last edited by YanDere; 06-07-2017 at 04:11 AM.

  3. #3
    Player
    Garver's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    6
    Character
    Damelia Lhea
    World
    Gilgamesh
    Main Class
    Warrior Lv 60
    Quote Originally Posted by YanDere View Post
    But here you're just describing Path optimization, not Path's purpose. Path is a really strong tool that leads to higher raid damage but with a purpose that is wrong at its base.
    Obviously, being Path so unneedingly strong, optimizing it leads to really high raid dps, but the fact it is a constant ace up your sleeve makes it a thing you don't strategise over, you just use it during big bursts and immediately make the fight easier with no cost whatsoever.
    ...
    What was Path in Heavensward, is now Reprisal, on a decently fast cooldown. That's something you can strategise over intelligently, instead of just having Path ready anytime for free.
    You made a claim that it is a crutch tool that should rarely - if ever - be used in farm. I provided examples to counter that argument.

    You're suggesting that 20 potency is not a cost, but 20 potency is a cost that someone like me obsesses over. If you want to squeeze every drop of efficiency out of your toolkit, you have to look outside yourself and instead observe how your actions affect your teammates. That's how you strategize your Path uptime.

    It is definitely too strong as it exists now. The new Path is nowhere close to better, as you claimed earlier. Reprisal is close, but its low cooldown and ability to be on two tanks means it will function very similarly at an even lower cost: nothing. That's even less strategic than what we have now.
    (0)

  4. #4
    Player
    YanDere's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    340
    Character
    Parry Lyndon
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Well, Reprisal's cost is its cooldown.
    While Path requires you to drop the same potency you drop by doing Eye instead of Block (let's not delve into that, we both know how Eye and Block should be used), Reprisal requires you to get the damage down at most once per minute, and that is its cost.
    I see Reprisal as a much more strategic ability than Path is now, since strategizing over Path is only a thing in top of the top runs (gain that 20 potency as many times as possible but still use it when it helps) while Reprisal will be a great tool to work on (optimize the amount of times you use it in a fight while still fitting it where it actually helps).
    I recognize I worded my post wrong, but this is the point I still feel I can make about Path.
    (0)