


Funny how they could easily nerf this since the tech to lower potency based on attack type is already in the game on Bunshin from Ninja. That one reduces the potency on AOE and ranged non-mudra skills last time I checked.
So something they could do that would nerf it but still be pretty viable is reduce the healing potency of it from 400 per target to 100-200 per target, which given the frequency how often they can use this and how much this still heals in a multi-target situation would be pretty okay. Would at very least get Warriors to use their other defenses.
Would also be somewhat more fair vs DRK's Abyssal Drain, which heals for around that level - on a 60s cooldown...



You could cut Bloodwhettings Healing in half and it still would fill your health bar on the average pull, a majority of BW's healing is actually wasted because it heals so god damn much.Funny how they could easily nerf this since the tech to lower potency based on attack type is already in the game on Bunshin from Ninja. That one reduces the potency on AOE and ranged non-mudra skills last time I checked.
So something they could do that would nerf it but still be pretty viable is reduce the healing potency of it from 400 per target to 100-200 per target, which given the frequency how often they can use this and how much this still heals in a multi-target situation would be pretty okay. Would at very least get Warriors to use their other defenses.
Would also be somewhat more fair vs DRK's Abyssal Drain, which heals for around that level - on a 60s cooldown...
To me the ideal thing to do with both these skills would be have the full 400 Heal potency for the first hit, but only like 50 heal for each additional hit. Kinda like how some dps abilities change potency depending on how many enemies it hiit.
But then you know there are a lot of people who think WAR's ability to invalidate a lot of content in this game as part of its core identity.


I honestly believe the intention was for BW to do just this, even in AOE, you hit a mob you get HP. Holy Circle works this way, only healing once regardless of mobs hit. But by some accident, either coding it wrong or dev miscommunication, they made it so it heals for EVERY mob hit. Now they can't change it because the WAR mains will cry about how much SE hates them
Considering that Nascent Flash already did exactly that for over 2 years I highly doubt it was miscommunication or a coding error. The only difference was that NF required you to use your brain a bit to get the most healing out of it.I honestly believe the intention was for BW to do just this, even in AOE, you hit a mob you get HP. Holy Circle works this way, only healing once regardless of mobs hit. But by some accident, either coding it wrong or dev miscommunication, they made it so it heals for EVERY mob hit. Now they can't change it because the WAR mains will cry about how much SE hates them


Given how NF worked, it seems reasonable to say that BW is "working as intended."
The strength of BW doesn't change anything about how similar the tanks are. All tanks cycle through cooldowns (sometimes pairing a strong one with a weaker one) or filling in the time between the short CD abilities with a self-heal, etc. They all play similarly. 2-step AOE chain that builds some sort of gauge (or gains MP) that is then expended for a tertiary AOE. Same with single-target. Some jobs are more busy (like GNB and DRK). But in the end, the jobs are more-or-less cookie cutter. Tank choice (for the most part) is what sort of weapon you want. It might as well be a glamour at this point.


BW in a savage setting is highly valuable. My healers can always tell when i'm not using it or not timing in correctly. P8S 1-2 is perfect example. During snakes and centaur the MT isn't taking autos...so BW is useless since 99% of the time i'm topped off, and allowing me to use it more intelligently when I need it most. Same goes for part 2 outside of shared autos for the tanks. Again, not taking any damage. During normal autos during P8S BW is a huge boon for warrior, as it's mitigation, heal shield, and heal on attack, plus it's on a ridiculously short cooldown. I think the ONLY time i'm not mashing BW is during tank busters and not taking damage. During tank busters i'm tossing Nascent on the OT for help with damage, as it's just to good to NOT use Nascent....it's incredibly powerful skill. Even more powerful if I drop nascent during my burst, and typically can heal a DPS to full HP rather quickly, and save MP for healers. I do that all the time for our squishiest party members, and just say <so and so> has nascent. Healers just understand and don't burn MP for themGiven how NF worked, it seems reasonable to say that BW is "working as intended."
The strength of BW doesn't change anything about how similar the tanks are. All tanks cycle through cooldowns (sometimes pairing a strong one with a weaker one) or filling in the time between the short CD abilities with a self-heal, etc. They all play similarly. 2-step AOE chain that builds some sort of gauge (or gains MP) that is then expended for a tertiary AOE. Same with single-target. Some jobs are more busy (like GNB and DRK). But in the end, the jobs are more-or-less cookie cutter. Tank choice (for the most part) is what sort of weapon you want. It might as well be a glamour at this point.
Warrior may be kinda meh in the tank department, but it certainly makes up for it with insanely good co-tank/healing aspects. They are like a pseudo healer/tank/dps all in one, with imo...the best invuln in the game due to it's short cooldown. However, I still favor PLD just because it's a beast in the mitigation department.
Also I have noticed a lot WAR not using shake it off to it's full advantage. Literally every single tank buster that doesn't use Holmgang I pop shake it off. I want the remainder of my vengeance and thrill buffed. Right before the hit pop vengance, gcd, thrill. After the hit pop shake it off for a buffed heal. Why not spread the buff to everyone, if not it's going to waste.
Last edited by Sqwall; 05-23-2023 at 04:37 AM.
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