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  1. #1
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    So to follow up on the previous post what buffs does WAR need?
    1) Nascent flash buff. Give it 75% of total healing you do to yourself shared with your target instead of 50% and increase the time on it so you can fit one more GCD in it.
    2) Remove the potency on vengeance and slightly buff other skills so you are basically 'moving' that potency so it doesn't feel bad when WAR isn't MTing.
    3) WAR needs improvements to the flow of the job. The job feels like crap to play when IR is on cooldown while all other tank jobs outside of their "burst phases" still having things to manage and do. WAR does not besides trying to hold on fell cleaves for raid buffs or IC for raid buffs. WAR doesn't scale well with DRG and BRD buffs because of the DH/CRIT guarenteed so if you are running them WAR falls behind all other tanks.

    (Personal request)
    Rework the DH/CRIT identity of the job. I don't like it and it makes melding WAR akward when all other tanks meld in one way (Skill speed requirements is the exception) but WAR has to be melded differently. DH? You don't do that on WAR and right now DH is the best to meld in all other tanks until the end of this tier with BiS because there is so much crit on them. It makes swapping between tank jobs expensive for an unnessesary reason.
    (0)

  2. #2
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by BarretOblivion View Post
    1) Nascent flash buff. Give it 75% of total healing you do to yourself shared with your target instead of 50% and increase the time on it so you can fit one more GCD in it.
    I don't mind this at all. Giving WAR some more self heal is not really a big deal to me at all. Nascent only being a 10% damage reduction as well warrants some more healing for the target too.

    Quote Originally Posted by BarretOblivion View Post
    2) Remove the potency on vengeance and slightly buff other skills so you are basically 'moving' that potency so it doesn't feel bad when WAR isn't MTing.
    I agree with this wholeheartedly. The entire point of so many of the ShB tank changes was to make all tanks equally (or near equally) viable at both the MT and OT roles. Vengeance is the only tank ability in the game that rewards the player with damage for being attacked. (TBN is close, but you can use it on other targets and it is only DPS neutral when it breaks, so I don't consider it here) It honestly feels like this ability just fell through the cracks and should have been changed along with everything else.

    Quote Originally Posted by BarretOblivion View Post
    3) WAR needs improvements to the flow of the job. The job feels like crap to play when IR is on cooldown while all other tank jobs outside of their "burst phases" still having things to manage and do. WAR does not besides trying to hold on fell cleaves for raid buffs or IC for raid buffs. WAR doesn't scale well with DRG and BRD buffs because of the DH/CRIT guarenteed so if you are running them WAR falls behind all other tanks.
    I do agree that it is pretty boring to play. The removal of stance dancing really took a lot of the complexity of the job away. I would be fine with adding some more oGCD skills, a DoT, or really anything else to add a bit more to the job. See below for my thoughts on secondary stats between classes.


    Quote Originally Posted by BarretOblivion View Post
    Rework the DH/CRIT identity of the job. I don't like it and it makes melding WAR akward when all other tanks meld in one way (Skill speed requirements is the exception) but WAR has to be melded differently. DH? You don't do that on WAR and right now DH is the best to meld in all other tanks until the end of this tier with BiS because there is so much crit on them. It makes swapping between tank jobs expensive for an unnessesary reason.
    I have to disagree with you on this point. I do like to see all the big numbers during my IR window and the only way to remove the different effect that secondary stats have on the job would be to rework this mechanic completely. It is a bummer that you can't reuse the same gear as the other tanks, but this is a small price to pay for maintaining class identity.
    (0)

  3. #3
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Tex_Mex View Post
    I don't mind this at all. Giving WAR some more self heal is not really a big deal to me at all. Nascent only being a 10% damage reduction as well warrants some more healing for the target too.



    I agree with this wholeheartedly. The entire point of so many of the ShB tank changes was to make all tanks equally (or near equally) viable at both the MT and OT roles. Vengeance is the only tank ability in the game that rewards the player with damage for being attacked. (TBN is close, but you can use it on other targets and it is only DPS neutral when it breaks, so I don't consider it here) It honestly feels like this ability just fell through the cracks and should have been changed along with everything else.



    I do agree that it is pretty boring to play. The removal of stance dancing really took a lot of the complexity of the job away. I would be fine with adding some more oGCD skills, a DoT, or really anything else to add a bit more to the job. See below for my thoughts on secondary stats between classes.




    I have to disagree with you on this point. I do like to see all the big numbers during my IR window and the only way to remove the different effect that secondary stats have on the job would be to rework this mechanic completely. It is a bummer that you can't reuse the same gear as the other tanks, but this is a small price to pay for maintaining class identity.
    Again, that's why I stated opinion and personal request. I just wonder that because of how WAR is right now, its also limiting the chances of them giving them new skills at all.
    (0)

  4. #4
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by BarretOblivion View Post
    Again, that's why I stated opinion and personal request. I just wonder that because of how WAR is right now, its also limiting the chances of them giving them new skills at all.
    That's certainly a part of, but I wouldn't worry to much. WAR has been one of the developer's favorite children for a long time. I will not be surprised if it gets a lot of love in the next few months.
    (0)

  5. #5
    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 BarretOblivion View Post
    So to follow up on the previous post what buffs does WAR need?
    1) Nascent flash buff. Give it 75% of total healing you do to yourself shared with your target instead of 50% and increase the time on it so you can fit one more GCD in it.
    2) Remove the potency on vengeance and slightly buff other skills so you are basically 'moving' that potency so it doesn't feel bad when WAR isn't MTing.
    3) WAR needs improvements to the flow of the job. The job feels like crap to play when IR is on cooldown while all other tank jobs outside of their "burst phases" still having things to manage and do. WAR does not besides trying to hold on fell cleaves for raid buffs or IC for raid buffs. WAR doesn't scale well with DRG and BRD buffs because of the DH/CRIT guarenteed so if you are running them WAR falls behind all other tanks.

    (Personal request)
    Rework the DH/CRIT identity of the job. I don't like it and it makes melding WAR akward when all other tanks meld in one way (Skill speed requirements is the exception) but WAR has to be melded differently. DH? You don't do that on WAR and right now DH is the best to meld in all other tanks until the end of this tier with BiS because there is so much crit on them. It makes swapping between tank jobs expensive for an unnessesary reason.
    So in TL : DR
    Make tanks even more copy-paste to each other than they are right now, because of "balance" in literally one raid that will be meaningful in a 3-6 months time.

    You just asking them to make war the same as other tanks, remove that, change this so it will play the same as X, oh wait have we just made all 4 tanks playing the same?
    no thanks.
    (4)

  6. #6
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Nedkel View Post
    So in TL : DR
    Make tanks even more copy-paste to each other than they are right now, because of "balance" in literally one raid that will be meaningful in a 3-6 months time.

    You just asking them to make war the same as other tanks, remove that, change this so it will play the same as X, oh wait have we just made all 4 tanks playing the same?
    no thanks.
    Even in SB both DRK and PLD melded normally while WAR became an exception. Melding doesn't make all tanks the same. DRK became another WAR and I would perfer the removal of DH/CRIT to properly balance WAR giving them more skills to use.
    (0)