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  1. #31
    Player
    Rubytoe's Avatar
    Join Date
    Sep 2015
    Posts
    113
    Character
    Wedge Ironworks
    World
    Lamia
    Main Class
    Machinist Lv 87
    1. Berserk/Inner release
    Cooldown changed from 90s to 60s.
    Duration changed from 10s to 6s. Basically fitting 3 Fell cleaves/Decimates into the window.
    Lines up better with nascent flash for pulls,
    Lines up with 60s raid buffs "lol trick attack".
    Dev's would probably have to lower potencies for this to not be too overboard.


    2. On screen Storm's Eye buff gauge.

    3. Remove "Mastering the Beast trait, and give the trait to the "Steel Cyclone Mastery" trait. So our AOE rotation can generate beast gauge at an earlier level.

    4. Butchers Block animation replacing with Storm's Path.
    Storm's Path's animation is like a 3 hit combination of an auto attack followed with Fracture's, followed by Skull Sunder old animation.
    Imo Butcher's Block looked barbaric and so fitting for warriors theme.

    4. Come up with a better animation for Inner Chaos. Reusing inner beasts animation was a lazy choice. A 920 potency attack really shouldn't look like that.
    I'll say thought the explosion looks cool though.

    5. I'd love to see the ogcd Brutal Swing make a come back. Make it cost beast gauge or something creative.
    (5)
    Last edited by Rubytoe; 12-08-2019 at 06:43 AM.

  2. #32
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,143
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    What I would love to see is Storm's Eye get a max duration of like 40 sec or something, but the combo increases it by 30 as it does now. This combined with having the Mythril Tempest combo work without an existing buff being up would do wonders to make the job a little less clunky.
    Quote Originally Posted by Rubytoe View Post
    1. Berserk/Inner release 60cd
    10 duration change to 6s. Basically 3 Fell cleaves/Decimates. Lines up with nascent flash for pulls, lines up with 60s raid buffs.
    Dev's would probably have to lower potencies for this to not be too overboard.


    2. On screen Storm's Eye buff gauge.

    3. Remove "Mastering the Beast trait, and give the trait to the "Steel Cyclone Mastery" trait. So we can generate beast gauge at an earlier level.

    4. Butchers Block animation swapped with storms paths. Storm plath's animation is like a 3 hit combination of an auto attack followed with fractures old animation, then Skull Sunder.

    4. Come up with a better animation for Inner Chaos. Reusing inner beasts animation was a lazy choice. A 920 potency attack really shouldn't look like that.

    5. I'd love to see the ogcd Brutal Swing make a come back. Make it cost beast gauge or something.
    Yes please.

    I really don't like how we need a trait for beast gauge gain on our AOE combo. I know AOE rotations at low level are not going to be too exciting but at least a third button to press would help give a little spice. I really don't hope they made this a trait for the sake of feeling like they needed to have a trait there, as I feel this is a reason why we had so many pointless traits that got culled with Shadowbringers in general.
    (2)

  3. #33
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by BarretOblivion View Post
    No, you still fell cleave a bit even outside of IR so that wouldn't help at all.
    I'm not suggesting dropping Fell Cleave to something like 500, I'm suggesting dropping Fell Cleave to something like 570 and then increasing the potency of each action in the Storm's Eye/Path combos by 20. Each Fell Cleave in and out of IR would be weaker but in theory that damage loss would be made up by the improved combo damage.

    WAR has a design issue that steems from the IR change, instead they should revert the change from SB by removing the guarenteed DH/CRT aspect of IR but bring back beserk for a 20% DPS gain. Maybe keep the chaos skills as DH/CRIT but they need something better to help balance their down time without IR. As some WARs point out, there is a fairly massive damage difference between killing a boss before an IR and afterwards.
    You are confusing me. Removing the DH/CRIT effect of IR would just make Warrior swingy like it was before IR was changed in 4.1 and it would not fix the High IR spike vs low sustained damage problem you are complaining about. During 4.0, Warrior ended up having wildly swingy dps based on the number of Crits, Direct Hits and Direct Crits during in Berserk/IR phase of its rotation. The DH/Crit effect added to IR actually fixed this problem and stabilized warrior dps. Removing this would just make Warrior worse in the long run.

    Because WAR is so darn spikey it puts more pressure on DPS to go out of their way to help more in Ultimate due to the requirement of not having IR when the hand/LL split. You only get to IR again during Protean Wave 2, which is almost at the end of the entire LL phase.
    Which means that you would want to reduce spikiness by either increasing out of IR dps at the cost of reducing IR dps to maintain average dps or reduce the periods between burst phase spikes and the duration of those spikes.
    This is the one of the design issues with making a burst tank instead of a consistant damage tank. Sure bursts are important, but when you are all in on your burst there are legitamate issues with that. DRK is also a burst tank, but its burst isn't as high as WAR so it has room to have a better outside of burst damage so you aren't completely 100% reliant on that burst. PLD/GNB have burst phases but they aren't massive but are enough to keep their numbers basically static through out the fight. Again, this issue glares its ugly head in TEA, but one could argue it also comes up when mechanics line up with you are supposed to be bursting that force you to move. Delaying a burst and missing party buffs can lead to missing an entire burst phase in the long run which just extends the DPS difference between tanks.
    This sounds like the problem is more with the length of the period between the Warrior's bursts. The Paladin and Gunbreaker both have rotations with 2 burst per minute, one a "low" burst (FoF combos for the PLD and unbuffed Gnashing combo for GNB) and a "high" burst (Requiescat+Holy for PLD and No Mercy Gnashing combo for GNB). This makes for less intensive spikes roughly every 30s in comparison to the Warrior's crazy 10s burst every 90s. The DRK also has a burst every 90s but they are far less extreme than the Warrior's.

    A rework to reduce burst but improve on its outside burst is needed for WAR, at least in my opinion.
    And that is what I was suggesting with the increase potency of the Storm's Path and Storm's Eye combos while reducing the potency of Fell Cleave.
    (1)

  4. #34
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rubytoe View Post
    To add to that you build beast gauge faster, since it's a 2 hit combo instead of 3.
    If down to 2 targets, you'd be using SE regardless, so the only comparison would be between SP and MT combos. As SP generates 30 per 3 GCDs and MT generates 20 per 2 GCDs, their gpgcd is identical until 30 seconds into combat (at which point MT doesn't need to take the efficiency loss of reapplying SE).

    It's mostly just that MT combo does 36.33 ppgcd more than SP combo at 2 targets.

    Quote Originally Posted by BarretOblivion View Post
    A rework to reduce burst but improve on its outside burst is needed for WAR, at least in my opinion.
    This.
    (1)
    Last edited by Shurrikhan; 12-08-2019 at 10:19 AM. Reason: typo; 30.63 -> 36.33

  5. #35
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Argyle_Darkheart View Post
    Overpower > Mythril Tempest is a DPS gain over single target combos on two or more targets.
    That still doesn't help WAR in TEA. You aren't going to do that at all because you have a responsibility to keep 1 of the bosses at HP close to the other and they do need to split alot plus you are still falling behind the other Tank until IR comes up again. The other tanks don't need to use a combo for a DPS gain on two targets.
    DRK can flood, PLD circle of scorn, GBN has bow shock and fated circle. You are a fool if you think you can overpower/mithril tempest in TEA, you are just going to start wiping your group doing that.
    (0)

  6. #36
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by BarretOblivion View Post
    You are a fool if you think you can overpower/mithril tempest in TEA, you are just going to start wiping your group doing that.
    I Overpower > Mythril Tempest plenty in TEA, and it hasn't ever presented any kind of issue.
    (3)

  7. #37
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Argyle_Darkheart View Post
    I Overpower > Mythril Tempest plenty in TEA, and it hasn't ever presented any kind of issue.
    You are the only person on the planet that does that and your DPS are working overtime to compensate for your ignorance. I have seen a few people doing that but its because its a giant gamble and moving more work for your DPS instead. While your doing that your other tank is single targetting outside of a few OGCDs that hit multiple targets, your DPS are doing the same thing. Which means your own add/boss is falling behind the other boss without extra help from your DPS. Your likely looking at enrage problems because you only need to get the hand to 6% before dropping it and burning LL.

    It works... but man its a gamble your DPS might not appreciate.
    (0)
    Last edited by BarretOblivion; 12-08-2019 at 04:12 PM.

  8. #38
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by BarretOblivion View Post
    You are the only person on the planet that does that
    Go check FF Logs.

    Your likely looking at enrage problems because you only need to get the hand to 6% before dropping it and burning LL.
    Enrage problems on Living Liquid? Yeah, no. Besides, I'm not even AoEing after the final set of Protean Waves.
    (3)

  9. #39
    Player
    Jokersoal's Avatar
    Join Date
    Nov 2019
    Posts
    10
    Character
    Jokersoal Jocos
    World
    Moogle
    Main Class
    Warrior Lv 80
    Quote Originally Posted by BarretOblivion View Post
    You are the only person on the planet that does that and your DPS are working overtime to compensate for your ignorance. I have seen a few people doing that but its because its a giant gamble and moving more work for your DPS instead. While your doing that your other tank is single targetting outside of a few OGCDs that hit multiple targets, your DPS are doing the same thing. Which means your own add/boss is falling behind the other boss without extra help from your DPS. Your likely looking at enrage problems because you only need to get the hand to 6% before dropping it and burning LL.

    It works... but man its a gamble your DPS might not appreciate.
    War in TEA is comfy for tea in general if you play well with your dps kit and your defensive/healing kit. Same for all tanks so this is why I don't really speak about this content.

    Overpower > Mythril Tempest is worth at 2 targets since you consider that LL and the hand are 1 big boss: it's mathematically worth regarding potencies, you generate 10 gauge per gcd for both the aoe combo and the SP combo but you don't need to reapply eye.

    Some wars keep doing the single target rotation because 1) they are in a comp with many cleaves (drg/smn/brd) and in this case doing the single target rotation makes LL's life going down faster and/or for comfort since I don't think at 2 targets it makes a big difference regarding potencies honestly.

    Finally, I appreciate all the discussions on this post, so in general try to avoid drifting from the base subject (even if it's tied I agree! ) by going in "I'm right, you're wrong discussion"( I'm not trying to take part here).
    I think it just makes the post lose both in strenght and interest for people coming here.

    The only "problem" I see for war about aoe rotation is the fact that aoe gauge spenders are only worth are 3+ targets meanwhile you aoe combo is worth at 2+ targets so it's a bit weird.
    (1)

  10. #40
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by BarretOblivion View Post
    You are the only person on the planet that does that and your DPS are working overtime to compensate for your ignorance. I have seen a few people doing that but its because its a giant gamble and moving more work for your DPS instead. While your doing that your other tank is single targetting outside of a few OGCDs that hit multiple targets, your DPS are doing the same thing. Which means your own add/boss is falling behind the other boss without extra help from your DPS. Your likely looking at enrage problems because you only need to get the hand to 6% before dropping it and burning LL.

    It works... but man its a gamble your DPS might not appreciate.
    I use my aoe combo on gnb almost the entire fight and we have no issues with health separation, your filler does such little damage compared to your burst, especially on war, that as long as you use your single target burst skills it will be fine and more damage will be done overall
    (2)
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