I just want to be able to use Nascent Flash on myself and get both healing and 10% mitigation. I still think its a good trade off to RI with its beefier 20% mitigation. WAR need its "Inner Beast" back.
I just want to be able to use Nascent Flash on myself and get both healing and 10% mitigation. I still think its a good trade off to RI with its beefier 20% mitigation. WAR need its "Inner Beast" back.
Absolutely not, it's fine sure but good? Hell no!
All they did was recycle animations and call it a day with a dumb twirl(why they didn't work off of overpower is beyond me but these animations are just dumb) for our second AOE.
I understand they wanted to streamline it but they also need to supplement it with something, as it is now it went from my favorite tank to my least favorite and I'm not eager to accept this.
When they said they'd remove tank stances I thought surely they won't touch the switch for WAR, it's integral to its kit and identity.... But then they did it anyway.
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-Bring back the stance switching but make it a single button toggle(this is not the same as the enmity toggle), add another symbol next to the beast gauge indicating which stance you're on.
-DPS stance, Fell cleave 10% + critical damage bonus buff.
-Tank stance, Inner Beast 10% + damage mitigation bonus buff.
-AOE variants do the same.
-Remove Raw Intuition, make Nascent Flash work on yourself, passing the 10% mitigation(supplement it with Inner Beast) if used on party member but self heal is always active. You want to streamline things but make it this cumbersome to use? Very counter intuitive.
-Make Storm's Eye a cooldown skill, let us actually manage when to use it instead of "oh look, I only have 10 seconds left, best start working on that combo again..."
-Make it so that Infuriate does not give us any gauge, make it so that it works like SCH's Recitation.
-Give us something new and flashy, give us something to end Inner Release with, let us manifest the inner beast and attack with it in unison.
Bonus, PLEASE change mythril tempest's animation, it's just so silly...
Last edited by Aluja89; 07-23-2019 at 03:46 AM.
You have it backwards. If you read the posts that lead to this one, youd see i do NOT want wars ramp removed. Tldr: xeno says eye needs to go because other tanks dont have to ramp. People start parroting him on forums. Im just pointing out that pld/drk never had ramp for 5 years and war always had 3gcd ramp for 5 years and now people suddenly think its a 'problem' because xeno said it last week. This is the same dynamic the tanks have had for 5 years. Im just showing that war has always had ramp. Not saying war shouldnt have it. This is a fabricated problem because no one cared for 5 years until a youtube guy said it. Wars fine.I'd say that the job still have a lot to do with it. A WAR could open with Eye combo in Defiance without losing much damage thanks to Unchained, thus, gaining the necessary enmity, then switch to Deliverance without losing any GCD.
No other tank could do that before.
So, PLD needing 2 GCD to make the most out of their damage boost is nothing to worry about but WAR needing 3 is unnacceptable ? Like you said, PLD has to wait for their "big hit", WAR doesn't have to do that. Which means that what you lose at the very beginning is largely negated by being able to pop all subsequent burst with no preparation whatsoever.
Job don't perform in the void. Like someone said having to spend 3 GCD for preparation is not an issue when party buffs are supposed to pop around that time.
Xeno randomly inventing things to complain about and deciding Warrior needing a 3 gcd ramp up is this huge problem is hilarious when the raid opener for Gunbreaker has a 4 gcd ramp up before Gnashing Fang but nobody complains about that.You have it backwards. If you read the posts that lead to this one, youd see i do NOT want wars ramp removed. Tldr: xeno says eye needs to go because other tanks dont have to ramp. People start parroting him on forums. Im just pointing out that pld/drk never had ramp for 5 years and war always had 3gcd ramp for 5 years and now people suddenly think its a 'problem' because xeno said it last week. This is the same dynamic the tanks have had for 5 years. Im just showing that war has always had ramp. Not saying war shouldnt have it. This is a fabricated problem because no one cared for 5 years until a youtube guy said it. Wars fine.
Based on the numbers, WAR is low-middle of the pack now. I mean, it's still good in that it can get the job done, but it's not the clear winner that it used to be when comparing tanks. One's feelings on that will vary depending on perspective.
With 4 tanks 2 will be on the bottom and 2 will be on top. Theres literally now way around this. What actually matters is how clustered together the 4 tanks are. If (hypothetically) 1 tank does 10k, 2 do 7ish k and 1 does 5k we have a problem. If they all do between 7.0 and 7.1k then it doesnt matter whos on top because everything is playable.
Moving war up just moves someone else down. That doesnt fix anything it just shuffles the problem. The only concern should be how big the gap between best and worst is. Being in the 'bottom 2' tanks isnt a problem. Its a requirement. 2 tanks will be below 2 tanks will be above. Thats not a 'problem'. Thats the inevitable state of 4 things that are not identical.
Yeah I completely agree with this, and right now tanks are in a good place based on damage output. I generally see a difference of 300-400 dps from bottom to top. That's pretty tight. DPS and heals are a much wider spectrum right now. I care about optimizing and I'll switch jobs in a heartbeat based on that, but the fact that tanks are fairly balanced makes me feel comfortable playing any of them right now.
I'm just going to repeat what I've said twice already.Yeah I completely agree with this, and right now tanks are in a good place based on damage output. I generally see a difference of 300-400 dps from bottom to top. That's pretty tight. DPS and heals are a much wider spectrum right now. I care about optimizing and I'll switch jobs in a heartbeat based on that, but the fact that tanks are fairly balanced makes me feel comfortable playing any of them right now.
DRK's utility is magic mitigation, PLD's utility is party mitigation, GNB's utility is self mitigation (which was wars), WAR's utility should be dps
Now here's the underlying issue, if you need anything from a tank, war isn't even considered. You want more dps? GNB/PLD. You want more party utility? GNB/PLD. You want magic defense because the boss does only magic damage? DRK/PLD You want full personal mitigation for the tanks? DRK/GNB. There's not a single situation where you would want a war. It has less mitigation than all 3 tanks because it relies on healing. It has less dps than 2 tanks and is equal to a third. There's no reason to take it, you at least have a reason for the other 3.
If party mitigation is PLD's strength, then why is Shake it Off universally more powerful than Divine Veil (let alone magic only abilities like Dark Missionary and Heart of Light)?
If self-mitigation is GNB's strength, then why is Raw Intuition more powerful than Heart of Stone, let alone Sheltron? And let's not get started on the utility of "magic mitigation". When other tanks are bringing cooldowns that work universally against all damage types, "magic mitigation" cooldowns are more accurately described as "useless against physical attacks". It's a liability, not a strength.
WAR's greatest strength is it's versatility. The problem, more often than not, is that it's so versatile that it denies other tanks an opportunity to shine.
And no, you don't automatically need to be the highest dps tank. You want more dps? Earn it.
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