




Because Wars fix is some potency and the removal of gauge cost on swap? what more do they say?


IMHO Path buff required, a necessary fix. Shake It Off too. Removing the stance penalty though..
.. I think in the long term this could hurt WAR. With that stance penalty there was absolute cause to adjust other parts of their kit that weren't adjusted to compensate for the extra Wrath consumption. Their new burst rotation falls short of old Zerk, could have had more Wrath building methods - which was the problem of stance penalty mostly, buffs & unlinking for Inner Release and a number of other abilities (maybe see Defiance's -25% penalty reduced), and go back to a short and deep burst window opposed to the new long and shallow (which is easier to disrupt & less gains).
But the likelihood - of at least some of those improvements to their kit I would have liked to have seen - or a change to their action priorities - is mostly gone I imagine.
Warrior reached for the low-hanging fruit. SE was happy to oblige - one less monkey on their back. I've got mixed feelings on it.
No, the stance swap penalty absolutely KILLED Warriors. It made opening as main tank one of the most annoying and unrewarding things in the game! It punished you for staying in Defiance for too long, AND for using Infuriate in Defiance if you were planning on swapping to Deliverance later. The only reason you had for using Infuriate early on, is so that you can pop Unchained. Which is a dumb thing to do considering Inner Release. The only times I've ever considered using Unchained was when I realized my healers were garbage and knew if I swapped to Deliverance for an Inner Release combo, I'd probably end up dying. So I just used Unchained for some AMAZING DAMAGE, WOW! SO GOOD!
With this change though, now you can at least build your enmity, switch to Deliverance and use your full damage-stance rotation properly the way the other tanks are able to! Yes, that does make Unchained even more of an obsolete skill, but between that and losing beast gauge on swaps, I prefer the former. Perhaps in the future they will realize that no sane Warrior uses Unchained, and put the two on separate cooldowns. But for now, this is a good start.
Does it fix everything? Well no. There's still the slight issue with Onslaught, and we still don't know exactly what they're doing to Shake It Off. Hopefully it's something amazing though. We'll just have to wait and see. All we can say for now is that, if they keep their word and really go through with this, Warrior will be fun to play with again.
Last edited by BluexBird; 07-16-2017 at 09:47 AM.

There was no issue with Onslaught, just a lot of misunderstanding. Onslaught is nearly the same potency as Fell Cleave, so it was a great ability to dump beast gauge with before swap. It's also still a dps gain if you're going to be off the boss for too long and if your beserk window is finishing and not enough gauge for another Fell Cleave.
"You can use Onslaught in this one niche situation, so I don't really see what the problem is."There was no issue with Onslaught, just a lot of misunderstanding. Onslaught is nearly the same potency as Fell Cleave, so it was a great ability to dump beast gauge with before swap. It's also still a dps gain if you're going to be off the boss for too long and if your beserk window is finishing and not enough gauge for another Fell Cleave.
Yeah, in case you STILL don't get it: we don't freakin' want to use Onslaught for its DPS! We want to use it to charge into fights. It could do ZERO DAMAGE for all I FREAKIN' care! Just let me get right in there! -_-

FTFY
Sorry, it's hard to take you serious when I'm looking at Tempered Will, Dark Passenger, Carve & Spit's non-DA use, and so on and so forth.
Having a niche doesn't make an ability outright terrible. If Onslaught becomes a part of WAR's rotation, you're going to lose some of its utility. It's fine how it is.
What? The .1 potency per gauge difference between Onslaught and Fell Cleave hardly bars you from using it during any period of movement in which you'd otherwise lose uptime without losing a Fell Cleave within the Berserk Window. And this all comes with a 10x enmity modifier. In MTing, it's already rotational. When enmity is irrelevant and movement not required, it's only a hair short of it, which in my opinion is perfect.
It's a useful tool that doesn't clutter rotation. Does it justify its hotbar space? Maybe not, but then I can think of a few worse culprits if that's reason enough for its (their) removal.
Last edited by Shurrikhan; 07-16-2017 at 04:49 PM.
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