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  1. #61
    Player
    Baci's Avatar
    Join Date
    Aug 2013
    Posts
    245
    Character
    Baci Asciar
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Make onslaught cost no beast gauge and have no potency. Not every skill needs to have a potency to fullfill its purpose. I thought SE knew this when they stripped the potency from stuns/silences
    (4)

  2. #62
    Player
    Eir_Z's Avatar
    Join Date
    Oct 2016
    Location
    Limsa
    Posts
    63
    Character
    Eir Zurivost
    World
    Lamia
    Main Class
    Machinist Lv 70
    What if Onslaught could aggro mobs you charged through along your path (within melee range around you)?

    So, a group approaches and you pick the rear one and dash through the group, picking them all up.
    (0)

  3. #63
    Player
    Soraki-Muppe's Avatar
    Join Date
    Nov 2013
    Posts
    241
    Character
    Sor-aki Muppe
    World
    Odin
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Rhyn View Post
    Because making these abilities high enough potency to be part of a rotation (oGCD spam) is not good design. Then you will not have them when you need to use them as they're intended. It is the DRK ability that is poorly designed, not mine (assuming it's oGCD, I'm not familiar). *edit* Some quick googling reveals that Plunge is indeed used as oGCD spam so it also needs the minimum range treatment.
    If it had zero cost in beast then yes I would use it oGCD whenever there was no reason to save it, most of us would save it if we needed to pick something up with it. Personally I see no problem with allowing WAR to use said skill whenever it is off cooldown for zero cost in beast gauge, it would be our one and only oGCD offensive skill that cost no resources.

    Quote Originally Posted by Baci View Post
    Make onslaught cost no beast gauge and have no potency. Not every skill needs to have a potency to fullfill its purpose. I thought SE knew this when they stripped the potency from stuns/silences
    In that case I would rather see them make this a role skill and give us something else instead.
    (0)
    Last edited by Soraki-Muppe; 07-07-2017 at 07:25 PM.

  4. #64
    Player
    MercureXI's Avatar
    Join Date
    Jun 2015
    Posts
    48
    Character
    Mercure Rudra
    World
    Shiva
    Main Class
    Marauder Lv 60
    Shake it Off, either needs to be a low level ability (for it to be useful, at least during levelling up), or be completely changed to match the "high end" skill it is today (maybe make the user impervious to status ailments for like 5-10 sec, REALLY impervious, think Hallowed Ground, but for status ailments).

    Right now, useless ... Period.
    (2)

  5. #65
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Onslaught really isn't as bad as some think. It's still a DPS gain if you're far off the boss because it's an oGCD and doesn't cut into your beast gauge accumulation unlike Fell Cleave.
    (0)

  6. #66
    Player
    Irimor's Avatar
    Join Date
    Aug 2013
    Posts
    1
    Character
    Termon Slang
    World
    Adamantoise
    Main Class
    Paladin Lv 70
    So upheaval is a good ability in Defiance, and Square is penalizing stance dancing so I offer the following 6 changes to increase dps in both stances and serve as QOL improvements while conforming to the structure that square is trying to create in 4.x tanking:
    Berserk: Also resets CD of Upheaval, penalty to stance change is removed while Berserk is active
    Upheaval: During Berserk becomes GCD ability with beast cost of 50
    Fel Cleave: Potency is 550 while berserk
    Infuriate: Usable outside Combat
    Onslaught: Increases potency of next Beast Gauge spender by 150 if spender is used in different stance
    Shake it off: Status Immune during Defiance

    The Idea is to incentivize staying in Defiance while MT making upheaval a replacement for fel cleave spam in Defiance, not punish tank swaps during berserk window, Allow WAR to start battles with 50 gauge. Onslaught helps ease the cost of switching stances. This also reinforces tank stance for MT similarly to how divine spirit works in shield oath for pal, while leaving option for stance dance.
    (2)

  7. #67
    Player
    Gozu's Avatar
    Join Date
    Jul 2017
    Posts
    2
    Character
    Ringo Natsume
    World
    Ragnarok
    Main Class
    Miner Lv 70
    Transform Shake it off into SHAKE IT HARD:
    Triple/Double the cost of your next beast gauge consumming weapon skill/JA and makes it deal triple/double damage in delivrance or effect in defiance

    The idea is to :
    - avoid spending 6 GCD doing Fell Cleave, as side effect you will start to rebuild gauge sooner
    - make your Inner Beast even greater, reward for anticipating high damage
    (0)
    Last edited by Gozu; 07-08-2017 at 07:59 AM.

  8. #68
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Irimor View Post
    Infuriate: Usable outside Combat
    One of the greatest things they've achieved this expansion is negating the need for any job to require more than 10 seconds to prepare for a pull. Should stay the same, but should activate quicker when the party engages in combat.
    (0)

  9. #69
    Player
    Poison_Rose's Avatar
    Join Date
    Dec 2016
    Posts
    77
    Character
    Sathaerz Leitalihtwyn
    World
    Cactuar
    Main Class
    Warrior Lv 80
    Quote Originally Posted by DWolfwood View Post
    Onslaught really isn't as bad as some think. It's still a DPS gain if you're far off the boss because it's an oGCD and doesn't cut into your beast gauge accumulation unlike Fell Cleave.
    I've seen a convincing argument to use it during berserk if you don't have Inner Release up, but I'm not sure if it's optimal.

    Quote Originally Posted by DWolfwood View Post
    One of the greatest things they've achieved this expansion is negating the need for any job to require more than 10 seconds to prepare for a pull. Should stay the same, but should activate quicker when the party engages in combat.
    I'll also add that I agree with this. Infuriate outside of combat was nice but I don't really want to go back to waiting 40 seconds between each pull.
    (0)

  10. #70
    Player
    Kazzoey's Avatar
    Join Date
    Jan 2015
    Posts
    56
    Character
    Blade Haven
    World
    Mateus
    Main Class
    Gladiator Lv 80
    Bring back Bloodbath and turn it into a toggleable "Darkside-like" skill for Warriors that gives a small damage increase while healing with every hit, but creates a dynamic bleeding effect that gets exponentially stronger the more time you're clipping or not running a GCD.

    Smooth out the stance swapping by either removing the guage penalty and keeping the GCD lock, or removing the GCD lock and keeping the penalty.

    Rework or remove Shake it off

    Reduce Onslaught guage costs.
    (1)

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