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  1. #31
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,909
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    0) Tanks now receive .8 AP per Vitality, and no AP from Strength. They can again choose from multiple stats to meld to their accessories, instead of being obliged to meld only Strength.

    1) The Warrior now only loses 50% of Gauge in excess of 50 when changing stances.
    2) Infuriate may now be used in combat.
    3) 10% of remaining Gauge now drains every second when outside of combat, starting 10 seconds after ending combat.
    4) Defiance now affects healing received from all sources, including the Warrior's own skills and damage dealt.
    5) The cooldown of Onslaught has been increased to 20 seconds, and it now has a minimum range of 8 yalms. It no longer costs Beast Gauge.
    6) Maim again applies increased damage dealt.
    7) Storm's Eye again applies Slashing Resistance Down.
    8) Half of the benefit of Inner Release now remains effective in Defiance, continuing to reduce Beast Gauge costs by 25%, down from 50%, and offering immunity to Stun, Sleep, Bind, Heavy, knockback, and draw-in effects.
    9) Half of the benefit of Unchained now remains effective in Deliverance, retaining the increased maximum HP and enmity modifiers of Defiance when having changed to Deliverance.
    10) Shake it Off has been replaced with Goliath/Rampage, 2-minute CDs with shared recast times that cause each Gauge-increasing strike for 20 seconds to increase the bonus effects of their stance by 10%, stacking up to 200% bonus or 300% total. While active, the Warrior is healed for 50% of all critical damage dealt. The effects of each transfer to the opposite stance.
    11) Raw Intuition no longer causes critical strikes from flank and rear hits taken. (Now that the angular coverage of block and parries has increased, the flank and back vulnerability of the skill makes no sense.)

    Notes:
    No, this does not attempt to adjust Inner Release "to better line up" with Infuriate. An every-other multiplier is sufficient for that purpose; use on every Infuriate would just make the skill feel further tacked on, or Infuriate 2-part bloat.
    No, I did not attempt to return gauge accretion to defensive CD usage. Storm's Path is sufficient in this regard. I'd prefer our strength be re-invested more interestingly. Goliath/Rampage, while a spitball idea, works towards that purpose.
    (1)
    Last edited by Shurrikhan; 06-29-2017 at 09:54 PM.

  2. #32
    Player
    DeadlockRahl's Avatar
    Join Date
    Apr 2017
    Posts
    10
    Character
    Deadlock Rahl
    World
    Moogle
    Main Class
    Marauder Lv 70
    @Lyth - Your sarcastic suggestions are only here because you dont have a warrior and dont understand the issues or maybe you just have some issue with Warrior. If you ask most of the community they will agree that warrior is not currently balanced with the other two tank classes.

    In Xenos video he asks for too much. I just want the bare minimum to bring warrior back into usefulness.
    (0)
    Last edited by DeadlockRahl; 06-29-2017 at 11:14 PM.

  3. #33
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Leigaon View Post
    ...
    Unfortunately, I cannot claim credit for most of these. I just picked out some of the more entertaining suggestions from earlier in the thread. The dragon punch idea was mine, however.

    In all seriousness, however, I do think that Unchained/Inner Release should be on different cooldowns. Under the present system, you will need to enter Defiance earlier to build up gauge if you want to use IB. Unchained could be used to lessen the dps loss from this if you manage your resources smartly. However, as long as it shares a cooldown with Inner Release, it will see little to no use, as you cannot afford to miss those windows.

    Most of the Onslaught complaints reflect a relative lack of familiarity with gap closers and melee gameplay in general. If you watch skilled melee dps players at work, you very quickly understand how precious uptime actually is. Any lost GCD is a big loss, and a 15s recast gap closer is incredibly powerful.

    Quote Originally Posted by DeadlockRahl View Post
    ...
    Actually, I rather like WAR, even if I'm not too fond of the culture that's sprung up around it. I was a WAR main throughout ARR, and my co-tank is a WAR main. The stance dancing issues that people are complaining about are actually reminiscent of how it was previously, as dropping stance cost you all of your stacks. I like gameplay which involves trade-offs, as long as they give you tools to work around them. I think if you stick with it, and try to push the limits of the job, you might find the higher skill ceiling makes your job more rewarding to master. Or not, if that's not your thing and you want something more laid back.

    My initial impressions were that DRK has some catching up to do, relative to the other two tanks. That being said, I think this is merely a reflection of the fact that there are a lot of things that I need to learn in order to better optimise. I'm still in the process of crunching out numbers and figuring out trade-offs. I'm not about to jump in and demand changes to my job without figuring out what its full potential is through rigorous testing, trial, and practice, and neither should you. I want to find the perceived limitations of my job, and find new ways to break them. Who knows, the end results may surprise us.
    (2)
    Last edited by Lyth; 06-29-2017 at 11:38 PM.

  4. #34
    Player
    Dregenfox's Avatar
    Join Date
    Jun 2017
    Posts
    123
    Character
    Adaire Crimson
    World
    Coeurl
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Lyth View Post
    Most of the Onslaught complaints reflect a relative lack of familiarity with gap closers and melee gameplay in general. If you watch skilled melee dps players at work, you very quickly understand how precious uptime actually is. Any lost GCD is a big loss, and a 15s recast gap closer is incredibly powerful.
    There's nothing wrong with onslaught itself - gap closers are definitely useful, but it simply costs too much in resources. 20 BG means you're spending at least 5-7.5 more seconds gaining that meter back. What is the point? To save 2 seconds of walking?

    Considering the potency of Fell Cleave 20 BG adds up to a ~90 loss in potential potency.
    (0)

  5. #35
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Dregenfox View Post
    ...
    As aleph pointed out earlier in the thread, and as I've pointed out elsewhere, Fell Cleave is not 500 potency for 50 gauge. It uses a GCD, and there are opportunity costs associated with that, so the true efficiency (potency/gauge) is significantly less. In fact, Onslaught and Upheaval's relative efficiency actually increases under both IR and zerk. It's actually to the point where, if you could theoretically fit an additional GCD into your IR window compared to now, it will probably end up being a potency gain to drop your 6th FC in favour of Onslaught x2. In fact, now that I think about it, I wonder if there will be situations under a combined TA/Embolden/IR/zerk where fitting that extra oGCD in from Onslaught may be a dps gain as well.

    The average WAR GCD is worth around 200 potency, and the minimum value of a GCD is 150 potency. That in itself should tell you what the value of two seconds of walking is. Sprint is there, to be sure, but sprint is on a 4x longer recast, and can also be used as a gap extender. This lets you leave at the last possible moment (think A12S Temporal Stasis), while Onslaught lets you come back at the earliest possible moment.
    (1)
    Last edited by Lyth; 06-30-2017 at 12:00 AM.

  6. #36
    Player
    Dregenfox's Avatar
    Join Date
    Jun 2017
    Posts
    123
    Character
    Adaire Crimson
    World
    Coeurl
    Main Class
    Summoner Lv 70
    I did take that into account, if you wanted to calculate fell cleave at full 500 potency you'd be losing over 200+ potency. As it is right now that 100 potency on onslaught is only there to make up for the loss of BG. At it's best it saves 2 seconds of walking. Can't even use it when bound. It's a waste of a 4.0 skill if you consider what other classes got.

    Changing it to no damage/no BG would actually be a pretty good buff because you'd be able to use it to engage an attack with 0 BG.
    (0)
    Last edited by Dregenfox; 06-30-2017 at 12:47 AM.

  7. #37
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    In the absence of Berserk and IR, Fell Cleave has an efficiency of 7 potency/gauge if it replaces HS, 5.2 potency/gauge if it replaces Maim, and 3.58 potency/gauge if it replaces SP. Details are here. Compare that to Onslaught's 5 potency/gauge and Upheaval's 15 potency/gauge. Fell Cleave's primary advantage is the lack of a recast cooldown.

    Under IR/zerk, you can also show that the only GCD in which FC is better is when it replaces HS. If you replace Maim or SP in the window, Onslaught yields a higher potency efficiency.

    I'm not sure under what circumstances you would think that missing out on 200 potency from a lost GCD is negligible, but it does add up over an encounter. Also, gap closers generally aren't available while bound, irrespective of job. Only effects like TW and IR negate that effect.
    (0)

  8. #38
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    The BG cost on onslaught relative to potency seemed, to me at least, a measure intended to prevent overuse as a dps ability. Much like how they took the potency off stuns so they wouldn't have to be used for an optimal dps rotation.

    But, this would suggest SE is as confused about the role of a tank as we are.
    (0)
    Last edited by whiskeybravo; 06-30-2017 at 01:40 AM.

  9. #39
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by whiskeybravo View Post
    The BG cost on onslaught relative to potency seemed, to me at least, a measure intended to prevent overuse as a dps ability. Much like how they took the potency off stuns so they wouldn't have to be used for an optimal dps rotation.
    Okay so please tell me why it is okay that plunge on drk is a zero cost ogcd that does a hundred more potency? It's stupid. They need to increase the CD of onslaught and make it the exact same as plunge.
    (2)

  10. #40
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Dizzy_Derp View Post
    Okay so please tell me why it is okay that plunge on drk is a zero cost ogcd that does a hundred more potency? It's stupid. They need to increase the CD of onslaught and make it the exact same as plunge.
    I don't know. Possibly because it's half the CD time and Paladins don't have a gap closer? Maybe DRK needed to keep the higher potency to (attempt to) remain balanced with the other tanks? I mean, I didn't claim it was logical - it was just my observation lol
    (0)
    Last edited by whiskeybravo; 06-30-2017 at 01:56 AM.

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