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  1. #81
    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.

  2. #82
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    Onslaught no rage 1000x pls!!! I'll say it, scream it, infuriate, and say it again another 1000x = p
    (0)

  3. #83
    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. #84
    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)

  5. #85
    Player
    Ryahask's Avatar
    Join Date
    Jul 2015
    Posts
    25
    Character
    Ryahask Lenaro
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Warrior is seemingly losing every ounce of utility without it being replaced, losing mitigation without receiving new mitigation, and due to the new gauge is going to lean more heavily on a burst DPS window than previously - which was a core issue with WAR. WAR is receiving nothing exciting, isn't being meaningfully expanded, and has been cut down across the board for practically no reason. Yes, Warrior was omnipresent in 3.x and that was a problem, but that problem was addressed with 2 simple changes: the removal of SB and the addition of slashing debuff to the staple combo for DPS. WAR damage at the top tier is only marginally ahead of PLD & DRK, it's not nearly the absurd chasm people suggest. In the current state of the game with Path and Eye changed, if PLD's had the ability to block magic damage then WAR would probably fall out of favor entirely. They contribute nothing to the team in exchange for a minor DPS boost.

    Instead of rectifying this failure in SB, they're further compounding the issue. PLD & DRK are both receiving new damage, mitigation, and utility. WAR, by comparison, is only gaining new damage and is losing mitigation and utility.

    To break this down, before someone tries to call me out on it:

    WAR Utility
    Storm's Path <removed>
    Unique in having the slashing debuff central in their kit <removed>
    Built-in stun <removed>
    Self-Esuna <new>

    WAR Mitigation
    Foresight <removed>
    Bloodbath <removed>
    Opportunity Cost to use IB <massively increased>
    Rampart <new>
    Anticipation (lol) <new>

    To be clear, WAR lost more mitigation than they received. Foresight, as stands, is effectively identical to Rampart in physical damage. Rampart only surpasses Foresight in magical damage. Add in the shift to how difficult it will be to justify IB's use now and you're off to a bad start. On top of that WAR lost Bloodbath, which is an incredible skill. If you don't recognize BB as, easily, one of the best mitigative tools WAR has, then you simply haven't explored a central part of their kit. BB is mitigation that directly feeds into healer DPS, which is rare when compared to other tools. There are plenty of boss phases/tankbusters from which a WAR can sustain themselves with proper use of BB in a way the other two tanks simply cannot. It works against all forms of damage, works effectively against multi-hit and single-hit tankbusters, and enables WAR to tank groups exceedingly effectively (Which can prove relevant in raids).

    3 of the changes from SB, if they were in 3.x, would have entirely fixed tank balance; in fact, it may have even arguably put WAR in the doghouse.
    1. SB removed
    2. SE accessible in main rotation for NIN
    3. PLD able to block magic

    WAR didn't need to be hamstrung in order to make PLD/DRK viable, minor changes would accomplish that. Instead, WAR is being further shoved into the niche of 'damage tank', which is okay albeit a little bland, but that niche only works if the DPS they output is so disgustingly high by comparison that they stand their own. An easy comparison in 3.x is MNK, even in absurd personal DPS MNK's value to a group was easily outshined by others. WAR looks like it might be heading down a similar path as stands now.
    (0)

  6. #86
    Player
    vigioX-Sun's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Vigiox Sun
    World
    Balmung
    Main Class
    Miner Lv 90
    Quote Originally Posted by Dement View Post
    Yes but after you overgeared content the -10% debuff was pointless and there was no reason to use path unless you were about to rip enmity off the main tank. Path was good in progression. When everyone knew a fight, it wasn't all that great. Now it has a use all the time.
    I understand your point you not wrong but not totally correct,
    you not suppose to keep storm path up 100% outside learning, once your group or party master a fight an outgear the fight, then storm path come into hands on tank buster or raid buster to the party, since its outside any CD it just need to be plan ahead an be apply.
    i can see why they remove the path effect since they add it to the tank utility(Reprisal - Reduce target’s outgoing damage by 10% // 5s duration // 60s cooldown
    Awareness) but that was a mistake, the tank utility should be 5% only an let storm path apply 5% dmg reduction an the other 5% be apply by the skill on the tank tool skills.
    is like convelenace is great on PLD since they get the extra 10% from trait, war should be still allow to apply its greatest debuff(10%) +5% +5% that is something i will consider balance"
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  7. #87
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Foresight is nowhere near as good as rampart lol. 20% def is like 10% mitigation at most, so even for physical tank busters rampart is twice as powerful for the same cd and duration. Losing bloodbath and second wind would hurt, but swapping foresight for rampart is a bargain.
    (0)

  8. #88
    Player
    vigioX-Sun's Avatar
    Join Date
    Mar 2011
    Posts
    272
    Character
    Vigiox Sun
    World
    Balmung
    Main Class
    Miner Lv 90
    but now im gonna ask all my fellow wars, what do we bring to the table besides our own selfish DPS..we got nothing anymore...all tanks can do 10% dmg reduction, SAM&NIN got slashing debuff on they rotations..
    what do i give my group in moments of need?...nothing besides fellcleves.
    (0)

  9. #89
    Player
    Ryahask's Avatar
    Join Date
    Jul 2015
    Posts
    25
    Character
    Ryahask Lenaro
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by aleph_null View Post
    Foresight is nowhere near as good as rampart lol. 20% def is like 10% mitigation at most, so even for physical tank busters rampart is twice as powerful for the same cd and duration. Losing bloodbath and second wind would hurt, but swapping foresight for rampart is a bargain.
    Currently, Foresight is roughly 15% mitigation. This value will, if the damage formula remains unchanged, only continue to rise as Defense values do. It stands to reason that, in time, it would actually have higher than 20% mitigation against physical damage.

    Yes, Rampart is a better skill overall than Foresight, but only in magical damage fights. The reality is if you can survive a buster with Rampart, you can survive it with Foresight (Physical buster). It's still a trade-up, but it doesn't overcome the other losses in the mitigation kit for warrior.
    (0)

  10. #90
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I can't test it right now but I'm quite sure last time I tested foresight against lv 60 field mobs it was roughly 10% mitigation. I never said overall rampart would outweigh all the nerfs we'll get, but I feel that you're understating the usefulness of having another mitigation cd that works for magic damage. Considering the encounter designs we've seen, with huge infrequent damage spikes, we'll have a really good mitigation toolkit outside tank stance with rampart and raw intuition at 90s cd, vengeance and thrill at 120s cd, and holmgang at 180s cd.
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