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  1. #11
    Player
    ovIm's Avatar
    Join Date
    Oct 2014
    Posts
    739
    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)

  2. #12
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    I don't really like how little they added to the core combat loop, but I'll manage. Bloodwhetting and the buffs so Shake it Off and Equilibrium are more than enough to make the job more fun.
    (3)
    Last edited by AziraSyuren; 10-15-2021 at 11:22 AM.

  3. #13
    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.

  4. #14
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    At least in the media tour, Bloodwhetting/Nascent Flash triggers for each target hit, so AoE healing is still busted--maybe even better since the floor is raised considerably while the current ceiling is massive overkill.
    (4)

  5. #15
    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 Argyle_Darkheart View Post
    At least in the media tour, Bloodwhetting/Nascent Flash triggers for each target hit, so AoE healing is still busted--maybe even better since the floor is raised considerably while the current ceiling is massive overkill.
    I actually just saw a clip and was coming here to correct my post.
    (4)

  6. #16
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Well defensive wise WAR is top notch, nothing to complain about animations and mechanics it does fulfill the tank role

    As for offensive, I enjoyed some of the changes but still don't like the fact that we are the hipster of all tanks with Det/Crit melding given how IR behaves.
    Wish that Onslaught had cost and potency removed to be used like a tool and the potency diluted into upheaval and fell cleave. I wish Inner Chaos was a skill itself instead of a morph of FC so it would allow more room for decision making in when to use it.

    The AoE Upheaval thingy I definitely dislike it, the animation and the function, it feels like a filler. Instead of doing Onslaught changes like that, they could use this new OGCD as the filler to boost or DPS if used on CD together with Upheaval.

    But overall I'm optimistic with WAR in general.
    (1)

  7. #17
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,648
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kabooa View Post
    I actually just saw a clip and was coming here to correct my post.
    There has been some napkin math done on r/ffxivdiscussion that shows Bloodwhetting being a gain over current Nascent in every scenario. Which is utterly absurd if it turns out accurate.
    (4)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  8. #18
    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 ForteNightshade View Post
    There has been some napkin math done on r/ffxivdiscussion that shows Bloodwhetting being a gain over current Nascent in every scenario. Which is utterly absurd if it turns out accurate.
    That post uses Endwalker Media Tour potency numbers (as well as Endwalker IR mechanics), so it's not accurate to say that it's always a gain over what WAR is currently capable of in Shadowbringers.
    (2)
    Last edited by Argyle_Darkheart; 10-16-2021 at 07:39 AM.

  9. #19
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,030
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ForteNightshade View Post
    There has been some napkin math done on r/ffxivdiscussion that shows Bloodwhetting being a gain over current Nascent in every scenario. Which is utterly absurd if it turns out accurate.
    Looking at the tooltips I assume NF is basically just a support tool in EW, used solely to heal a party member, grant them mitigation and a shield. Bloodwhetting on the other hand can't even be used on someone else and is simply another defensive cooldown for yourself, they're not really competing with each other since the choice is binary.

    Need mitigation and healing for yourself? Use Bloodwhetting. Need mitigation and healing for a party member? Use Nascent Flash.
    (1)

  10. #20
    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 Absurdity View Post
    Looking at the tooltips I assume NF is basically just a support tool in EW, used solely to heal a party member, grant them mitigation and a shield. Bloodwhetting on the other hand can't even be used on someone else and is simply another defensive cooldown for yourself, they're not really competing with each other since the choice is binary.

    Need mitigation and healing for yourself? Use Bloodwhetting. Need mitigation and healing for a party member? Use Nascent Flash.
    That's what it sounds like. The healing from BW replaced healing from the NF we'll no longer have access to.

    INB4 threads about lack of self healing during the solo leveling process.
    (1)
    Last edited by whiskeybravo; 10-16-2021 at 11:46 AM.

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