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  1. #1
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by whiskeybravo View Post
    The other tanks can't get both of those Megaliths because they are exactly 4 mins apart. That frees up CDs to be used elsewhere for both tanks. I spread out my CDs in the opener and we swap at geocrush until Car mechanic, then they're back up for the 2nd stonecrushers which we split. Nothing is wasted in that regard. If it's really that big of a deal then have your other tank take the first hit and Voke to take the 2nd and 3rd hits with Holmgang. There ya go, no longer need 2 CDs for Stonecrusher.

    Besides, the reason they changed Holmgang is because it had a significant advantage which contributed to the tank imbalance. So it's a little disingenuous to now say "look WAR doesn't have the advantage anymore".. Yea, that was the point.. But there remain a few spots where it can be advantageous, and we don't know what future fights are going to look like yet either.



    Yea it's mostly Brotherhood and Embolden. I get 50-60 more from those than the PLD, but he gets 30-40 more from Chain and Litany.
    Yeah this has been my experience. My raid static havent had a mnk for all if stirmblood and ran drg and sch forever. It was pretty depressing how dependant we are on 1 jobs raid buffs while everyone else just kinda yolos with any comp and is fine. I finally have a mnk now, but lost the ninja, but i just wish se would lay off the force crit mechanic so we can be as flexible with raid buffs as everyone else. Especially since job dependant synergies were expressly on the chopping block for shadowbringers but they forgot about war requiring mnk to be good.
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  2. #2
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Izsha View Post
    Yeah this has been my experience. My raid static havent had a mnk for all if stirmblood and ran drg and sch forever. It was pretty depressing how dependant we are on 1 jobs raid buffs while everyone else just kinda yolos with any comp and is fine. I finally have a mnk now, but lost the ninja, but i just wish se would lay off the force crit mechanic so we can be as flexible with raid buffs as everyone else. Especially since job dependant synergies were expressly on the chopping block for shadowbringers but they forgot about war requiring mnk to be good.
    I don't disagree, I just try to see it from both sides. The auto CDH is a relief on one hand because then you aren't dependent on any comp, on the other hand it limits our gains from some buffs while making others more attractive. My main issue is that it feels like having the CDH feature limited growth we could've otherwise had in it's place.
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  3. #3
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by whiskeybravo View Post
    I don't disagree, I just try to see it from both sides. The auto CDH is a relief on one hand because then you aren't dependent on any comp, on the other hand it limits our gains from some buffs while making others more attractive. My main issue is that it feels like having the CDH feature limited growth we could've otherwise had in it's place.
    I dont really see it as a benefit in anyway. It just polarizes the job. In an potluck comp, war either hits it big with a ninja and mnk, and astro, or looses out with drg, sch, dnc, etc crit buffs. Every other job just kinda is happy with anything. Its the old days of ranged NEEDING a drg to be good. Sure it averages out as some partues have drgs, some dont, but it is very polarized which is the very thing SE is trying to remove by their own admission.

    Its just stupid. Also salty because they took the best iteration of war thay existed (4.1) with very rewarding gameplay and dumbed it down into the cleave machine. Then doubled down in ShB with inner chaos to even further reduce the benefit of crit buffs. I mean, wars opener is basically 20 seconds (8 gcds) of 100% crit/dh spam. You know when all those yummy crit buffs are applied? For 20 seconds of that 20 sec window. Maybe you will get a heavy swing in on the end. Whooo..... Its just so damn frustrating to see even more problems created by this terrible design decision still creeping around years after a frustrating rework all because xeno started a QQ train about 'feels bad to have no crits during zerk'. You know what feels bad? Getting no benefit from the majority of raid buffs.
    (1)
    Last edited by Izsha; 08-29-2019 at 07:18 AM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,862
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NyneSwordz View Post
    Yeah... moving around to get overpower to hit everything sucks. Would be okay if you only had to do it once, but mobs move around as things die or as you move to avoid aoe, and having to reposition them to overpower several times a fight is kinda annoying. Should just both be 360 aoe at this point.
    Personally, I greatly prefer the cone. It has more reach and is easier to direct.

    That said, couldn't they widen the damn thing? They could just use a truncated cone; start the full cone from begin the warrior, allowing it greater width, then cut out the section behind the Warrior. Donut AoEs have already proven that we can draw two shapes per AoE, one for expanse and another as a cut-out. There.

    Quote Originally Posted by Izsha View Post
    I dont really see [auto-Crits during Berserk/Inner Release] as a benefit in any way. It just polarizes the job.
    This. Though, I think that's more of an issue with the Crit stat in general. It still baffles me that they didn't just continue to have Critical Hit only affect Crit chance (not damage) but have excess chance turn into proportionately greater effect (e.g. a 120% chance to Crit where a Crit remains +50% damage would then give +60% crit damage (120% of 50%)).

    Just like that, boom, no more Crit buff or Crit stat waste from Auto-crits and the stat no longer starts off expansions as a trap stat (in ShB's case until 3.5k+) or ends them as the god stat. Any of the would-be wasted crit chance acts simply as added crit damage.
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    Last edited by Shurrikhan; 10-21-2019 at 12:37 PM.