Since mixing inner release, and berserk is part of what makes WAR bursty, I could easily see them just putting IR stats into berserk, in order to make it "easier" to burst.
(And like shake it off, change IR into something else/situational utility)
Since mixing inner release, and berserk is part of what makes WAR bursty, I could easily see them just putting IR stats into berserk, in order to make it "easier" to burst.
(And like shake it off, change IR into something else/situational utility)
CLAIRE PENDRAGON
Meh, I don't particularly like any of the suggestions lol. The best idea (IMO), and unfortunately I don't recall exactly which thread I saw it in or who originally posted, but it was something like changing IR to a type of stack instead of a time duration (IE, something like your next 5 gauge spenders cost half gauge/double potency). So instead of being screwed by the loss of 2 or 3 seconds if you have a disconnect, you just keep the stack and use it when you get back on the target. (closest analogy I can think of would be something like Aetherflow stacks maybe?)
This would allow a distinct difference between IR/Unchained so they could finally remove their shared CD. Unchained remains 20 sec penalty-free Defiance and Inner Release could grant 3 stacks of Inner Release allowing FC to deal double damage. Leave Berserk alone so you still have a 20-sec window to execute your 3 buffed FCs.
I don't think that would solve any issue relating to war's burst damage, but it certainly seems like that would make war more forgiving to play in general.
Last edited by whiskeybravo; 12-22-2017 at 04:47 AM.
erase inner release give bloodbath back
I like war the way it is. I would rather have them not change it. Pls? :3
A stack system for Infuriate and Inner Release (For building and dumping respectively) would certainly make mistakes less punishing, and remove some of the necessity for planning ahead on GCDs for whether or not you need to Dumpslaught.Meh, I don't particularly like any of the suggestions lol. The best idea (IMO), and unfortunately I don't recall exactly which thread I saw it in or who originally posted, but it was something like changing IR to a type of stack instead of a time duration (IE, something like your next 5 gauge spenders cost half gauge/double potency).
I don't think that would solve any issue relating to war's burst damage, but it certainly seems like that would make war more forgiving to play in general.
Can I say I’d like to agree not to fix what’s not broken. But instead of denying a class a buff, shouldn’t other classes in it’s role receive an equivalent buff? Something like Warrior being able to use Infuriate out of combat but decay over time would make sense as a “usablility” buff and what other classes could receive as an equivalent is drop Dark Arts buff timer or increase it to 15s. What Paladins can receive would not be an offensive buff but rather a small mitigation as it seems to specialize in that, give Divine Veil’s shield to the PLD.
No one likes denying a buff, whether it be QoL or a class damage buff or additional effect. I say let them have it, but not without giving the others something to compensate.
uh, removing the dark arts timer would be awesome! because of it's spammy nature i can't hold it back when i think the boss is jumping away soon, i would overflow my mana. but then i waste my mana and 140 potency when he jumps away... this happens sooo often :x
I don’t think mana is wasted when there is nothing to attack, on the contrary, I see it as a gain because you’ll be able to use more dark arts abilities once the boss’s downtime is over.
Also with the change to no Dark Arts buff timer, it can actually allow us to use Dark Passenger once a fight. 250 potency on pull or 100 potency after using C&S to not overcap mana before syphone strike. Dark Arts before a fight, wait to regen full mana and act accordingly. We can actually use Dark Passenger once a fight SE!
That’s if they implement this change though, because I know a lot of people want that ability back on their hotbars instead of in the dead zone like Warrior’s old SiO.
Last edited by SoulSkyheart; 12-24-2017 at 06:56 AM.
The only thing I don't like about WAR is Overpower. It's a cone aoe, I find it harder to use than Unleash or Flash. I hope they change it.
Man... I dunno. I feel like I've pretty much mastered Warrior already. Learned pretty much everything there is to learn about how to play as one. So I wouldn't really mind some playstyle changes. Maybe it'll make things more interesting.
After getting my Bard to 70 and trying out healing, I realized how easy it is to play as a Warrior. I barely have to think during fights or make decisions. It's always the same rotation. Maybe if they added a bit of an RNG aspect to our damage (aside from critical hit/DH), it might make things more fun.
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