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  1. #1
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    You're really exaggerating how big these changes were. Nascent Flash feels a bit smoother when you just want to use it on yourself, but it's not like you couldn't already do that in group content (I'd hope your groups aren't dying often enough to leave no one alive to use it on). The extra Eye duration from Inner Release is just worth one extra Path every 3 minutes. You're not fitting a lot more Paths in and you're not getting a lot more gauge for Fell Cleave, you're just rearranging Path/Eye because it can stack up to 60s.
    (0)

  2. #2
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Launched View Post
    You're really exaggerating how big these changes were. Nascent Flash feels a bit smoother when you just want to use it on yourself, but it's not like you couldn't already do that in group content (I'd hope your groups aren't dying often enough to leave no one alive to use it on). The extra Eye duration from Inner Release is just worth one extra Path every 3 minutes. You're not fitting a lot more Paths in and you're not getting a lot more gauge for Fell Cleave, you're just rearranging Path/Eye because it can stack up to 60s.
    You're not getting it. The extra eye duration has nothing to do with how many paths you fit in or how you rearrange your eye/path ratios. It's about making gameplay easier. For example, you apply eye at your opener, IR, and such-- then as upheaval comes off cooldown, you're in the midst of juggling between NF, upheaval, and eye reapplication. That's one too many things going on. Thanks to the extra duration from IR's eye buff, those windows of clipping upheaval and eye reapplication no longer occurs. Then, if you have some odd amount of time on your eye, and IR's coming up, you don't even worry about it anymore. You just IR, and you'll be assured nothing falls off and you can reapply eye after IR without a single issue.

    These changes are quality of life, and they're so impactful in that regard. It FEELS good. Really good.
    (3)

  3. #3
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Hierro View Post
    You're not getting it. The extra eye duration has nothing to do with how many paths you fit in or how you rearrange your eye/path ratios. It's about making gameplay easier. For example, you apply eye at your opener, IR, and such-- then as upheaval comes off cooldown, you're in the midst of juggling between NF, upheaval, and eye reapplication. That's one too many things going on. Thanks to the extra duration from IR's eye buff, those windows of clipping upheaval and eye reapplication no longer occurs. Then, if you have some odd amount of time on your eye, and IR's coming up, you don't even worry about it anymore. You just IR, and you'll be assured nothing falls off and you can reapply eye after IR without a single issue.

    These changes are quality of life, and they're so impactful in that regard. It FEELS good. Really good.
    I felt the same way when I heard about the new longer duration for eye buff. Yes I was excited about more path heals (slightly), and more Fell Cleave and infuriate cool down reductions. But I think the real winner hear is 1 min of up time on eye buff. That is just a huge amount of breathing room. For a tank, this is QOL that is most welcome.

    Nascent 5.3 just makes things even more simpler. I don't think warrior is dumber to play. In fact I think it requires more thought more then ever. Before you were stuck to a very strict combo rotation to keep eye buff up at all times. Now you are truly free to make decisions based on the moment to moment game play. For a tank that is invaluable QoL.

    PLD and GNB have the most strict rotations of all the tanks, and when I play PLD it feels like I'm unable to deviate at all from my rotation. Especially during Req magic burst phase or miss my confiteor as well as Goring buff falling off if I take to long spamming atonement. Gotta keep that goring buff roloing.

    Same for GNB trying to fit your continuation combo in your Bloodfest + No Mercy + Bow Shock + Sonic Break + Blasting Zone + Continuation Combo + Burst Strike + 1-2-3 combo + Burst Strike. It's very tight but can be done if you weave like a mofo.

    DRK and WAR have a less restricted game play as you have a ton of time on your damage buff, especially during your burst phases.
    (0)
    Last edited by Sqwall; 08-17-2020 at 11:08 PM.