Implement #deletewar memes
Implement #deletewar memes
It's not optimal in most situations to use, but Fell Cleave is basically only 2% stronger due to the fact that you're not building Beast Gauge while using it. That 2% essentially diminishes if you can use it to return back to the enemy before losing significant GCD uptime. Also, it's nice having an ability that can dump some excess Beast Gauge before changing stances and knowing that's it's actually not that much weaker than Fell Cleave.
Unless I'm doing something wrong, Upheaval is not that powerful (at lv65, Fel Cleave's hitting for about 6-7K, while Upheaval is hitting in the 2-3K territory). I don't think increase the cost to 50 gauge is justified. I'd suggest having Berserk double the cost to 40 gauge (100 gauge => pop Berserk => Upheaval x2 => Infuriate => 1-2 combo => Upheaval x2).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
...The Idea is to incentivize staying in Defiance while MT making upheaval a replacement for fel cleave spam in Defiance
You'd have to increase the cooldown to 120 or 180s if you want to go in this direction. Otherwise you'd have a group sitting around for 3 minutes so that their WAR starts the fight with 100 gauge AND have Infuriate available when the mob is pulled.Infuriate: Usable outside Combat
Not sure how I feel about this. On the one hand, you can plan to boost your next spender before/after a tank swap. On the other, I can see room for abuse.Onslaught: Increases potency of next Beast Gauge spender by 150 if spender is used in different stance
Agree.Shake it off: Status Immune during Defiance
* 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)
Upheaval is fine. The more max hp you have the more damage it does so tank stance and thrill buff it, play around with that and you will see some nice numbers.
All in all I would say that this is the one skill that does not need to be changed.
The most pressing things I can think of are that the stance dancing penalty needs to be either reduced or removed, and that Butcher's Block should give as much beast gauge as Path does. The way it is now encourages spamming the Path combo when one should be (ideally) spamming BB while main tanking. A questionable design decision if I've ever seen one.
What is even the point of the dance penalty? Was there anything wrong with spending my 5 stacks on Decimate instead of Steel Cyclone while tanking huge packs?
My entire feedback can be found here
tl;dr
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.
I see this a lot, but the whole point is to make you do worse damage while tanking. Halone and Power Slash suck too. The enmity minigame is seeing how few hate combos you can get away with (through use of shirk, shadewalker, diversion, etc) while maintaining enmity.
With Onslaught, I'm starting to get used to it once I'm in battle. The potency of Onslaught seems fine.
However, there's still the outstanding issue of not being able to use it on a fresh pull. Why can't we charge into combat with our new gap closer?! D:
It feels bad not being able to do so, regardless of whether or not this would be optimal.
On DRK, you don't want to Plunge pull because of the animation lock. That doesn't seem to be an issue with Onslaught, on top of it having a meaty enmity boost, which would make sense to use while pulling as WAR.
IMO, it doesn't need to generate gauge, and the 20 gauge cost in combat is fine.
I just want to be able to open my pulls as WAR with Tomahawk -> Onslaught -> Equilibrium from zero beast gauge.
I'm not sure how this could be implemented such that it would still cost 20 gauge in combat, because if its cost were reduced to 0 outside of combat, then using Tomahawk first would prevent us from charging in afterward.
Similarly, I miss being able to use Unchained pre-pull.
In addition to removing its shared cooldown with Inner Release, if the devs seem intent on preventing us from using Infuriate or building gauge outside of combat, I would like to see Unchained changed somehow such that it becomes usable while outside of combat at zero gauge, allowing us to use it pre-pull without delaying Inner Release due to the 20 gauge cost.
While typing this out, I just thought of a possible solution, which could address the above concerns I have about both Onslaught and Unchained right now.
Tomahawk
Delivers a ranged attack with a potency of 130.
Additional Effect: Increased enmity
While under the effect of Defiance, increases Beast Gauge by 20 when used from outside of combat.
i.e. If you're in Defiance, pulling with Tomahawk from out of combat would give you enough gauge to use either Onslaught or Unchained immediately.
While a bit clunky for Onslaught, because you won't be able to gap close immediately, this would kill two birds with one stone by also allowing WARs to open with Unchained, similar to the way we used to prior to 4.0.
It could be used to generate 10 free gauge by immediately swapping to Deliverance, but I don't see that being overly helpful compared with spending the 20 gauge on Onslaught/Upheaval/Unchained.
Another possible pitfall with this implementation is that you could just spend the 20 gauge on Upheaval instead, which is already more useful while in Defiance.
Alternatively, the wording might be awkward to tease out, but if you're worried about giving WAR free gauge or Upheavals every pull, Tomahawk from out of combat could combo into Onslaught and Unchained (but not Inner Release), reducing their beast gauge cost to 0. This would allow the same possibility, while preventing players from ignoring both abilities to use either Upheaval or gain free gauge instead.
Please consider such a change.
Theoretically, with the combo variant change, you could remove the out-of-combat requirement, but I added that stipulation to prevent situations where you might want to Tomahawk while in melee range with enemies just for the free Unchained or (less likely) Onslaught.
Last edited by mcspamm; 07-09-2017 at 07:27 AM. Reason: Wording, typos
Make "Overpower" generate 10 Gauge so that we actually get to use "Steel Cyclone"/"Decimate"
Last edited by Tegernako; 07-10-2017 at 01:56 AM.
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