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Thread: WAR suggestions

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  1. #1
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kayce View Post
    The Beast Gauge cost on Onslaught

    Onslaught would be a fun and welcomed ability to enter battle and reengage targets if not for the resource cost. Remove the damage it does so people aren't using it on cooldown.
    I still think that Onslaught should generate 10 beast gauge when used. Would make for a decent opening attack while also acting as a boon during fights with multiple targets.
    Shake It Off

    Yes, it stinks as a level 68 ability and I understand why people are annoyed by it but I am mostly okay with this situational ability. Perhaps it would have been better to give it the ability to remove Fear, Stun, Sleep, Bind, and Heavy instead of already Esuna-able debuffs even if it has to have a little longer cooldown. Inner Release doesn't need those effects, it's a damage cooldown and you can't take advantage of the crowd control removal on demand or while tanking in Defiance.
    Agreed. You already benefit from Internal Release due to how it affect spenders, so you don't need two cooldowns that deal with debuff removal.
    Only Overpower is Annoying

    A target required cone AoE as WAR's only reliable AoE stinks. My suggestion? Add a new ability and change Overpower here's how:

    Line in the Sand (New Ability LVL 10)
    0 Range, 5y Radius
    Instant, 2.5s Recast, 100 TP
    Delivers an attack with a potency of 50 to all nearby enemies.
    Additional Effect: Increased Enmity
    (Visually this attack has you drag your axe along the ground in a circle around you, kicking up dirt and scratching a line in the ground)

    Overpower (Moved to LVL 48 and now a WAR job ability)
    8y Range, 8y Radius
    Instant, 2.5s Recast, 140 TP
    Delivers an attack with a potency of 50 to all enemies in a cone before you.
    Combo Action: Line in the Sand
    Combo Potency: 220
    Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10
    I agree with your premise here. I've been seeing newbie WARs have some trouble grabbing mobs because WAR no longer has access to Flash to help grab aggro, so your suggestions I feel would be very helpful.
    Buff Storm's Path

    Did you know that Storm's Path is only a 3% potency increase over using Butcher's Block? Go ahead and do the math, I'll wait. Don't forget to factor in the GCD opportunity cost of two extra Fel Cleaves every 45 global cooldowns!

    Storm's Path being the DPS combo should be OBVIOUS to people and it's not because it barely is and not in a very clear way. Storm's Path needs its potency raised to 290 or 300 via combo action. It will make it clear to players by putting some more space between it and Butcher's Block and give WAR a little DMG buff it could probably use.
    This is a bit messier than it seems. Butcher's Block is still the highest potency combo action in WAR's arsenal, and it doesn't help that they kept Storm's Path's life leech effect regardless of stance.

    I personally don't think you can increase Storm's Path's potency without nerfing or removing the life leech effect, and possibly tying the effect to Defiance.
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    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #2
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
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    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Duelle View Post
    Agreed. You already benefit from Internal Release due to how it affect spenders, so you don't need two cooldowns that deal with debuff removal.
    Yo, Paladins have Sheltron. AND now you can block magic. So let's remove Hallowed Ground since they don't need it. This is basically the logic that you are using. Please stop.

    Quote Originally Posted by Eir_Z View Post
    But, we "had" to lose bloodbath because it was a cross class ability, so...
    What's messed up is that Bloodbath for Warriors wasn't even a cross-class ability. It was THEIR ability! OTHER tanks had to cross-class it, while Warriors had to cross-class Convalescence.
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    Last edited by BluexBird; 06-29-2017 at 09:37 PM.

  3. #3
    Player
    Kayce's Avatar
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    Jun 2017
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    6
    Character
    Kayce Poe
    World
    Gilgamesh
    Main Class
    Red Mage Lv 80
    @Bluexbird
    Look, these are just a few suggestions not a comprehensive list.

    PLD and DRK can just run by trash Flashing and Unleashing and don't have to target or aim a damn thing, it's an huge convenience factor. I think the above change gives WAR some nice flavor with tanking's only AoE combo and some Beast Gauge generation while doing AoE.

    Shake It Off's uselessness is mostly in implementation. In concept I think it is fine, but getting it at 68 and having it not work on much isn't. Having it work on all losses of control would make it the situationally useful ability it should be. The loss of control immunity could stay on Internal Release for all I care to ensure you execute your burst. We're just trying to get Shake It Off in a better place.

    My whole point about Storm's Path is that it is UNCLEAR, and once you do the math on it you can see why. It seems like an oversight from a design perspective, increasing it's potency by 40 makes it clear without a shadow of a doubt what its purpose is and it wouldn't make a very big difference in overall dps.

    I agree Warrior has a utility problem compared to the other tanks' cover abilities. Perhaps going in the opposite direction, giving WAR a raid damage utility might make WAR attractive for a different reason. Something simple like a cooldown that increases party member damage by 5% for 20 seconds would fit the bill, but it's not very interesting. If you have an interesting idea for a utility skill, speak up.

    @Duelle

    Onslaught generating 10 Beast Gauge would be fantastic, but would encourage using it whenever it's available as a free 10 Beast Gauge and ruin it's purpose as a gap closer. If it generated 10 when out of combat and cost 10 when in combat @80 potency to discourage using it for its damage (@100 potency it'd be as efficient as Fel Cleave) that is something I could get behind.

    I disagree that Storm's Path's potency can't be adjusted due to the healing. We're not talking a crazy increase here, just 40 potency to define it as THE damage combo, the extra healing that would provide isn't going to suddenly make warriors have crazy amounts of sustain; it's not suddenly going to be the equivalent Regen.
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    Last edited by Kayce; 06-29-2017 at 09:49 PM.

  4. #4
    Player
    Duelle's Avatar
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    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kayce View Post
    @Duelle
    Onslaught generating 10 Beast Gauge would be fantastic, but would encourage using it whenever it's available as a free 10 Beast Gauge and ruin it's purpose as a gap closer.
    Only if you simply add the gauge generation and change nothing else about the skill. This is what I would do with it:

    62 Onslaught - Rushes target and delivers an attack with a potency of 100.
    ___Defiance Additional Effect: Increased enmity
    ___Increases Beast Gauge by 10
    ___Can only be executed while under the effect of Defiance or Deliverance.
    ___Must be 10 or more yalms from target.
    ___Cannot be executed while bound.
    ___Cooldown: 30s.

    Basically, double the cooldown and prevent the WAR from using it in melee range. In theory, this should force the WAR to use it when needed, as it would be very difficult to get enough distance to use it while tanking. And if you tried to, you'd be moving the mob and messing up your DPS, costing your raid some DPS for a measly 100 potency attack. Win-win, IMO.
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    Last edited by Duelle; 07-01-2017 at 08:50 PM.

  5. #5
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
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    757
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Changes I would implement
    • Remove cost of stance swapping
    • Storms Eye now generates 20 Gauge
    • Storms Path now generates 10 Gauge
    • Storms Path now reduces target damage dealt by 5% for 10s
    • Infuriate is now usable out of combat
    • Beast Gauge depletes by 5 every 5 seconds when out of combat
    • Onslaught Aggro Modifier halved
    • Onslaught CD increased to 30s
    • Onslaught now generates 10 Beast Gauge, using it does not cost Beast Gauge.

    WAR is missing out on a lot of utility. Returning a weaker Storms Path to the kit would make the class more viable in 8 man content.

    To ensure that Path is not being overused, the extra Gauge generation should be given to Eye.

    Generating stacks between pulls is not a bad thing. However, to make sure WARs dont keep the group waiting for a minute to generate 100 Gauge, it should fall off before Infuriate is back up again.

    Onslaught needs to be improved imho, its lackluster compared to Plunge. I consider those changes good enough as a combat initiator and extra Gauge generator.
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    Last edited by ovIm; 07-01-2017 at 09:27 PM.

  6. #6
    Player
    Jeatac's Avatar
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    Apr 2017
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    24
    Character
    Chillor Killor
    World
    Ultros
    Main Class
    Dragoon Lv 70
    Just fix this Job! What a horrible overall rework.
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