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  1. #41
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,219
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by aodhan_ofinnegain View Post
    The only exception I've had to this was for Paladin in e8s, during open with pre popped Fight or Flight, where you only had 3 and a bit GCDs so you needed to Intervene in to get both off.
    E8S is also a weird case because on warrior you absolutely needed to facepull Shiva if you wanted to get a full IR off before addphase.
    And on most fights you don't actually want to pull with a charge but with tomahawk to delay your opener by 1 GCD, so I really don't see this demand for free onslaught either.
    (6)

  2. #42
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by NyneSwordz View Post
    How is it an "excuse?" I'm pointing out that the nascent flash change didn't affect the the brainpower needed to play warrior in the slightest. So unless ur complaining about the eye change, I'm not sure what you're talking about when I you say warriors got "dumbed down."
    It's something along the lines of "for the challenge", but I suppose solo quests wouldn't teach you much about that. As for Eye, same thing. The new Warrior guide is literally "refresh Eye at <15 sec" and that's about it. Not that it was incredibly complex before but at least it had a rotation to occasionally practice and work around for uptime. So yes, more braindead.

    Quote Originally Posted by aodhan_ofinnegain View Post
    It typically makes melee dps lives more miserable since some can't gap close right away, or want to save gap closers for burst window.

    the bosses nowadays often jump to middle and incorrect positioning via pulling with a gap closer inevitably will cause the boss to spin and screw with melee positionals, overall it's impractical to pull bosses with gap closers.

    Typically I just cringe when I see tanks gap close in, especially warriors that pop IR right away and onslaught straight in.
    Most legit reasons to leave Onslaught the way it is.
    (6)

  3. #43
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Berserk and Inner Release should get their old effects back, atm it's freaking braindead and boring. I know, I know, PLD has its own "Inner Release", but at least you can start with a different opener (FoF -> Req or Req -> FoF), but WAR doesn't have this much depth or even a choice at that.
    The problem with "old" IR was the gauge spending during its duration and its weakend opener. While I get that the opener aspect would come back, too, I don't see it as that much of an issue. If it was then i.e. WHM should be able to open with Afflatus Misery, MCH with full battery gauge or DRG with Nastrond. The other aspect about the "uneven" gauge points spent (25) - which can lead into either overcapping or not being able to even spend it later on, should you fail to get 4/6 FC during IR - could be easily solved by reducing the gauge cost by a fixed amount (i.e. 20 gauge less during IR). With the recent Storm's Eye change plus Onslaught, the gauge manipulation became much easier.
    The current iteration of IR just keeps warriors away from comps with SCH, DRG and BRD. If we really need some guarateed crit(/direct) hits, how about adding an effect on Infuriate earlier on. Just like the lvl 72+ effect, it "upgrades" your next gauge spender (Inner Beast, FC, Cyclone, Decimate) with an added crit/dh effect on lower levels.
    (IR and Berserk should still remain as 1 button tho, don't separate them.)

    On another note: I wish back our stance dance! Make IB and FC (+Cyclone and Decimate) swap depending on stance, and add effects to the stances. i.e. Deliverance is the current iteration. Passive mitigation, no life leech. Defiance on the other hand increases your HP pool, adds small life leech, but you don't gain any passive mitigation. Even Equilibrium could change its effect depending on stance like i.e. raw healing in Deliverance -> healing over time in Defiance. Just some ideas, nothing fleshed out.
    (4)

  4. #44
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,175
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    Big no to giving Onslaught charges. In fact, it is doing the right thing where other tanks could do to have something original. They should have never taken the same approach to a gap-closer for three tanks, and this contributes to how samey the role is.

    But like, Onslaught is fine because it has advantages to the way it is. So I wouldn\\'t want them to change the way it works for other tanks for the sake of being different, and the implementation should seem like you are still getting an option that is practical.

    For Onslaught, maybe change the damage and decrease the cost to 10? Maybe shift the Storm\\'s Eye lengthening from IR and put it into Onslaught? Maybe make it free to use out of combat to make dungeons and world content more fun? Either way, nothing I would want for it involves giving it two free charges.
    (3)

  5. #45
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    The nascent chaos buff is a great idea that they hopefully expand on. Imagine if you Infuriate but instead of just using IC your maim and SE changes to Skull Sunder and Butcher's Block respectively, and you can use that combo over IC. I do miss the old berserk/IR where it was a mix of your combo path and FC's. However I doubt we might get that because Yoshi is scared to give the tanks an attack power modifier but I would settle for a potency buff when under IR. For example;

    Inner Release - Increases potency of weaponskills by 50% for next 15 seconds. 90 sec recast. *Critical Direct hit no longer 100% like old Berserk

    Now you have the flexibility of the old-style of Berserk mixing your infuriates, combo paths, gauge management and the potency increase will still help make your hits feel "meaty" despite not being direct-hit-crits. Nascent chaos will still guarantee 100% dhc and inner chaos potency will jump up to 1380. Fit tow of those in the rotation along with an SP combo and you can probably get a few more FC's and Upheaval in.
    (2)

  6. #46
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,842
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Marxam View Post
    The nascent chaos buff is a great idea that they hopefully expand on. Imagine if you Infuriate but instead of just using IC your maim and SE changes to Skull Sunder and Butcher's Block respectively, and you can use that combo over IC. I do miss the old berserk/IR where it was a mix of your combo path and FC's. However I doubt we might get that because Yoshi is scared to give the tanks an attack power modifier but I would settle for a potency buff when under IR. For example;

    Inner Release - Increases potency of weaponskills by 50% for next 15 seconds. 90 sec recast. *Critical Direct hit no longer 100% like old Berserk

    Now you have the flexibility of the old-style of Berserk mixing your infuriates, combo paths, gauge management and the potency increase will still help make your hits feel "meaty" despite not being direct-hit-crits. Nascent chaos will still guarantee 100% dhc and inner chaos potency will jump up to 1380. Fit tow of those in the rotation along with an SP combo and you can probably get a few more FC's and Upheaval in.
    I can imagine it now, 6.0 comes and no more Fell Cleave spam for Warrior but DRK keeps Delirium.

    Though to be fair I'm not keeping up with DRK, they may be more upset with it than some WARs seem to be. Still made me chuckle thinking about it.
    (1)

  7. #47
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by whiskeybravo View Post
    I can imagine it now, 6.0 comes and no more Fell Cleave spam for Warrior but DRK keeps Delirium.

    Though to be fair I'm not keeping up with DRK, they may be more upset with it than some WARs seem to be. Still made me chuckle thinking about it.
    If than happen then DRK will be like:

    (3)
    Last edited by shao32; 02-23-2021 at 02:51 AM.

  8. #48
    Player
    Praesul's Avatar
    Join Date
    Jan 2014
    Location
    Ul'Dah
    Posts
    365
    Character
    Praesul Presul
    World
    Balmung
    Main Class
    Warrior Lv 100
    There's a lot of old animations I miss. Skull Sunder, Butcher's Block, Mercy Stroke, Brutal Swing, Fracture.... They all had really nice sound effects too. I know "bring back Fracture" is a meme but I really did like the sound effect.

    Decimate needs a better one imo, it's probably my least favorite aoe to use in the game. I feel like if we're going to smash the ground and crack it, the sound effect should be something low and rumbly.

    Also I know this is a bit of a pipe dream but I think Mercy Stroke could be brought back as a gauge spender to give WAR an "execute phase" like warriors have in some other games. Actual numbers and stuff tbd but I think it'd be cool if after a certain % of HP you could spend gauge on Mercy Stroke, and give it a low cooldown. Give WAR a sort of niche for helping to close out boss encounters so to speak.

    I'm sure people would complain about bring WARs to prog though if their DPS was balanced around entering an execute phase though so
    (1)

  9. #49
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Praesul View Post
    Also I know this is a bit of a pipe dream but I think Mercy Stroke could be brought back as a gauge spender to give WAR an "execute phase" like warriors have in some other games. Actual numbers and stuff tbd but I think it'd be cool if after a certain % of HP you could spend gauge on Mercy Stroke, and give it a low cooldown. Give WAR a sort of niche for helping to close out boss encounters so to speak.

    I'm sure people would complain about bring WARs to prog though if their DPS was balanced around entering an execute phase though so
    Unfortunately with the rework of Assassinate on NIN and the removal of Misery's End, and MCH's equivalent, I think these abilities probably won't make a resurgence anytime soon, I still remember the satisfaction of landing the final hit with Mercy Stroke and getting the healing back from it when you landed the final hit on a mob.
    (2)

  10. #50
    Player
    Zefirez's Avatar
    Join Date
    Feb 2021
    Location
    Limsa Lominsa
    Posts
    12
    Character
    Zef Irez
    World
    Phoenix
    Main Class
    Arcanist Lv 60
    I agree with person sating that "Berserk" tank should not have dps below "defensive tank".

    As far as I understand, the warrior's big selling point asides juicy fell cleaves/inner chaos is that he's least reliant on healers of the whole bunch, being able to let the guy do something else for a minute than just spam green numbers. If that aspect is not good enough in endgame then maybe a buff is in order, either to wars personal dps, or ability to take beating without being healed for a longer time, so healer gets bigger windows to dps compared to other tanks.

    On that note i would very much like to see high risk/reward "Berserk 2". Additional 10s of burst fiesta, but at a risk - such as reduced incoming healing for the duration or increased damage taken...I'd let smarter and more experienced than me figure out the details. Bottom line being basic inner release feels very...short, and us warriors are a bloodthirsty bunch ;]
    (4)

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