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  1. #1
    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 ovIm View Post
    The flat healing on Bloodwhetting and Nascent means that the optimization potential here, making sure you use it with high damage skills, is naught. Another bit of depth gone.
    I haven't seen people say much about this, when I first saw the change to self-healing it made me wonder if it's a slight nerf compared to current sustain? It will be nice to be relieved of those situations where the self healing would help but you're not in a burst window at the moment, but it definitely takes something away from the decision making process.

    Everything else with war seems pretty good to me. I don't particularly like the Onslaught change either, but at this point it's a "gap closers in general" concern that deserves it's own thread.
    (2)

  2. #2
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    752
    Character
    Vim Mercer
    World
    Alpha
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by whiskeybravo View Post
    I haven't seen people say much about this, when I first saw the change to self-healing it made me wonder if it's a slight nerf compared to current sustain?.
    Eh, while I am sure the healing is a flat out nerf in dungeons, I don't think that is that much of a deal personally. My point is that this was something to consider while playing the class, and with this mechanic now being removed, using the skill will be less about possibly delaying a high damage skill like Inner Chaos for a burst heal when required. To me, that is a loss of class depth.
    (2)

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by whiskeybravo View Post
    I haven't seen people say much about this, when I first saw the change to self-healing it made me wonder if it's a slight nerf compared to current sustain? It will be nice to be relieved of those situations where the self healing would help but you're not in a burst window at the moment, but it definitely takes something away from the decision making process.

    Everything else with war seems pretty good to me. I don't particularly like the Onslaught change either, but at this point it's a "gap closers in general" concern that deserves it's own thread.
    TLDR: The top end healing is lowered. The minimum healing is raised. The massive AoE healing nerfed is offset somewhat by the additional healing provided by Eq's hot and the raw healing from Shake it Off.

    So, this is one of the more interesting changes, given that it tends to follow their tank balancing paradigm. One tank (Usually the warrior) has something far and away better than the other tanks, so the other tanks receive something similar, the Warrior's is nerfed, and they're all brought to this new baseline.

    Baseline number to consider: At level 90 in AF gear at current (may change) potencies...

    100 Tank healing potency = ~2% of tank HP restored, closer to 1.8% but 2% is easier to work with, or ~1200 HP.

    With an 8 second duration, it is possible to fit up to 4 GCDs into the Blood/Nascent window. Expected ~.5 second animation delay leaving 7.5 seconds, so with some skill speed and good ping, you can squeeze theoretically 4 gcds in. The ability is likely balanced around 3 gcds with plenty of time. Add the 400 shield on top, and this mean Warrior has the following.

    Blood: 400 shield, 12-1600 healing potency, or basically, ~32-36% of your maximum HP per use.
    Nascent: 400 shield to target, 12-1600 healing to you and partner, or ~24-32% healing to you, and 24-32% of your maximum HP to an ally.

    Comparatively speaking, currently you gain 50% of your damage and give 25% of your damage to your ally. Ignoring auto attacks, this means a strong Nascent window is ~50-60% of your HP and half of that to your ally, however, very weak nascent windows were instead closer to maybe 10% of your health and 5% to your target.

    In AoE situations, current Nascent is stupid, as Warrior has no AoE fall off so every single enemy just adds more healing capacity and rarely adds any danger. A single Nascent window in AoE was basically just 10% * N where N is the number of enemies of your maximum health, where as now it's as bove - ~32-36% of your maximum HP.

    Edit: The current media tour build actually shows every hit granting a 400 potency heal on AoE. Well then. This means the actual Nascent window is 24-32% * N per window.

    Decoupling it from your active offensive cooldown use isn't really my cup of tea, but it's hard to argue with the raw baseline power floor being raised. The enhanced mitigation of Bloodwhetting and supplemental healing with Equilibrium should cover mass dungeon pulling well enough, without completely invalidating the healer. Their own abilities do that well enough.
    (5)
    Last edited by Kabooa; 10-15-2021 at 06:44 AM.