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  1. #41
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Jonnycbad View Post
    I agree that Onslaught gauge cost should be reduced to 10. But remember Onslaught has a faster recast than other gapclosers, as well as a 20' range.
    Animation Its the same as gunbreaker.
    (0)

  2. #42
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Kyni View Post
    at only 10 gauge you would have to spam it on cd, because it would then be almost twice as effective as fell cleave. Don't forget it's an ogcd and fell cleave is a gcd and by being a gcd skill it has the hidden cost of whatever gcd it replaced attached to it, whichg ranges from "only" 200 potency (heavy swing) to 380 potency + 20 gauge ( storm's path).
    Very good i wish we have ogcd to spam just like other jobs do.
    It will make war more dynamic, rifht now you could play it with your nose and its bad.
    (0)

  3. #43
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    429
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    WAR is just soo bad after IR... its downtime really sucks away from the job. Wish they could do something to liven up that down time a bit.
    (3)

  4. #44
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Personally, after all the time I've spent learning "Use infuriate on cooldown if the gauge allows it, especially during Inner Release", it's given me a complete one-eighty, and I wouldn't mind if Infuriate was locked out during IR.

    I'd personally like it if Infuriate had a trait like this: "Outside of Combat, has a 5 second cooldown and grants 100 Beast Gauge"

    So we can have our capped entry gauge without creating a 2 minute pull macro. Or maybe a different ability that grants 100 BG, but cannot be used in combat.

    One or the other has to be viable.
    (0)

  5. #45
    Player
    Poison_Rose's Avatar
    Join Date
    Dec 2016
    Posts
    77
    Character
    Sathaerz Leitalihtwyn
    World
    Cactuar
    Main Class
    Warrior Lv 80
    I think Onslaught is fine as-is. I'd actually argue that Onslaught is much better than Rough Divide, Plunge and Intervene. Upheaval is fine too. I'd rather see Steel Cyclone / Decimate go back to 250 / 280 potency, Nascent Flash be self-targetable, and for Mythril Tempest to apply eye for 10 seconds at level 50. Maybe a small potency buff to Mythril Tempest as well.

    Quote Originally Posted by BarretOblivion View Post
    WAR is just soo bad after IR... its downtime really sucks away from the job. Wish they could do something to liven up that down time a bit.
    Completely agree.
    (0)

  6. #46
    Player
    Nyoraii's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Nyorai Nyo
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Ekimmak View Post
    Personally, after all the time I've spent learning "Use infuriate on cooldown if the gauge allows it, especially during Inner Release", it's given me a complete one-eighty, and I wouldn't mind if Infuriate was locked out during IR.

    I'd personally like it if Infuriate had a trait like this: "Outside of Combat, has a 5 second cooldown and grants 100 Beast Gauge"

    So we can have our capped entry gauge without creating a 2 minute pull macro. Or maybe a different ability that grants 100 BG, but cannot be used in combat.

    One or the other has to be viable.
    This is so fun when doing old content.

    On new content you know that you should not Infuriate with IR on because then you'll be losing a ton of DPs.
    On older content you want to use infuriate and unload everything during IR/Berserk to get more DPS.

    Every time you enter a dungeon you have to adapt to a completely different rotation.
    (1)

  7. #47
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Poison_Rose View Post
    I think Onslaught is fine as-is. I'd actually argue that Onslaught is much better than Rough Divide, Plunge and Intervene. Upheaval is fine too. I'd rather see Steel Cyclone / Decimate go back to 250 / 280 potency, Nascent Flash be self-targetable, and for Mythril Tempest to apply eye for 10 seconds at level 50. Maybe a small potency buff to Mythril Tempest as well.



    Completely agree.
    Although I'd like to see some changes to Onslaught, I agree with your points. Nascent Flash being self targettable is top on my list, followed by Mythril Tempest applying eye.
    (0)

  8. #48
    Player
    Nyoraii's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Nyorai Nyo
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Rhyn View Post
    Currently the difference between the tanks is pretty miniscule. I'd like to see a focus on QoL changes with maybe a little dps gain.

    I suggest a few additions to Onslaught. Make Onslaught usable from outside combat, for free. While in combat it still costs 20 gauge.
    It now triggers an 8 second eye buff. This 8 second window has three functions:
    - Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies. This fixes the problem WAR has with having to build up the eye combo while aoeing packs.
    - Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation. Tiny little dps bonus.
    - Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.

    This really unclunks Onslaught imo. Now we just need to unclunk Nascent Flash
    Other thing that could be done to unclunk Onslaught is to have a fixed 20 initial gauge instead of 0, could be a trait or whatever, then you could cast Onslaught whenever you want to initiate battles (again, RAIDS ARE NOT THE WHOLE GAME!). That would be a great QoL imo. Outside of battle, if your gauge is at less than 20 for 10s it would regenerate to 20.
    (0)

  9. #49
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Nyoraii View Post
    Other thing that could be done to unclunk Onslaught is to have a fixed 20 initial gauge instead of 0, could be a trait or whatever, then you could cast Onslaught whenever you want to initiate battles (again, RAIDS ARE NOT THE WHOLE GAME!). That would be a great QoL imo. Outside of battle, if your gauge is at less than 20 for 10s it would regenerate to 20.
    This would be great, but somehow I don't see this happening. Raids aren't the whole game, but it seems like the largest factor the devs take into consideration for balance.

    Who knows, my hope of war gameplay changes is diminishing. We'll see in 3 months with 5.1.

    Wars are competent though. Hopefully we get some qol fixes soon.
    (1)

  10. #50
    Player
    msoltyspl's Avatar
    Join Date
    Oct 2013
    Posts
    34
    Character
    Amene Zenko
    World
    Omega
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Nyoraii View Post
    It's completely clunky and unintuitive that you HAVE to have your bar always at 20, first because it doesn't start at 20.
    It's neither clunky, no unintuitive. It does require a minuscule brain effort though.

    There's 0 need to "close gap" before the combat begins (in any kind of content).
    (4)

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