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  1. #1
    Player
    YukioKobayashi's Avatar
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    Mar 2019
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    Character
    Ike Xander
    World
    Lich
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Jim5K View Post
    By doing that WAR will become unviable for any content that is above Extreme, by gutting Bloodwhetting and making it no longer a mitigation by removing the damage reduction and shield will leave WAR - the job whose defensive kit already the worst of all the tanks with only 3 mitigations down to 2 completely useless. Removing Nascent Flash is also a horrible idea for it removes the only skill celling WAR has in higher contents which is covering for their co-tank or saving a party member, which every other tank has in their own variation. The idea of WAR's tank stance should be its mitigation is so outdated to the point it is funny, all of that extra health and shield would contribute nothing to save a WAR from tank busters which can deal hundreds of thousands damage in current Savages and Ultimates. A job should be viable in all forms of contents, not only viable in Dungeons.
    Ok I assume that you dont know how % Mitigation works. Popping 30% + 20% isnt 50% in this game.
    Removing/Changing Bloodwhetting + giving Warrior a trait that increases his MaxHP + HP recovery from healing actions would never make Warrior unviable. If anything its the opposite looking back at Stormblood.
    For Example: You are about to take a TB as Warrior. Having your 40% + 10/15% from your AST/WHM + 15% Intervension from your PLD makes it to where the trait for more MaxHP is much more effective than having 10% more from Bloodwhetting. Especially in High-End Raids.
    Removing Bloodwhetting would never kill Warrior assuming the other tanks see some changes aswell.

    Nascent Flash .. yes ..next lets copy PLD's entire kit and identity of being the "supportive" one and put it on all tanks.. shall we?

    Forgot to add smth:
    Changing all Tanks in selfsustain would also give them the possibility to give other jobs tools to help tanks tanking. Such as BLM's Apocastasis, BRD's Palisade, SMN's Eye for an Eye ect.
    Needing to work as a team would increase fun aswell.
    (2)
    Last edited by YukioKobayashi; 03-26-2025 at 11:39 PM.

  2. #2
    Player
    Jim5K's Avatar
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    Mar 2025
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    7
    Character
    Lime San
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by YukioKobayashi View Post
    Ok I assume that you dont know how % Mitigation works. Popping 30% + 20% isnt 50% in this game.
    Removing/Changing Bloodwhetting + giving Warrior a trait that increases his MaxHP + HP recovery from healing actions would never make Warrior unviable. If anything its the opposite looking back at Stormblood.
    For Example: You are about to take a TB as Warrior. Having your 40% + 10/15% from your AST/WHM + 15% Intervension from your PLD makes it to where the trait for more MaxHP is much more effective than having 10% more from Bloodwhetting. Especially in High-End Raids.
    Removing Bloodwhetting would never kill Warrior assuming the other tanks see some changes aswell.

    Nascent Flash .. yes ..next lets copy PLD's entire kit and identity of being the "supportive" one and put it on all tanks.. shall we?

    Forgot to add smth:
    Changing all Tanks in selfsustain would also give them the possibility to give other jobs tools to help tanks tanking. Such as BLM's Apocastasis, BRD's Palisade, SMN's Eye for an Eye ect.
    Needing to work as a team would increase fun aswell.
    Then I assume you havent done any EW or DT's ultimate or play a WAR before, removing the damage reduction and shield from bloodwhetting as well as nascent flash and leaving WAR with only rampart and vengeance to cycle through and with how frequently and hard hitting the tankbusters come at it is a fast express ticket to "Why we even have a WAR in this fight?" We all know 30%+ 20% isn't 50% that's why we need 10% mitigations on bloodwhetting so you don't have to pop both rampart and vengeance and waste their big cooldowns to survive a tankbuster which is what you trying to justify its removal. Also the WAR doesn't need the trait of extra health and healing because it already has all of that as Thrill of battle and yet it still need extra covers from healers and co-tank in high-end fights. And in current Ultimates, tankbusters rarely hit one tank only, you can't expect the healers and the co-tank to dump resources on a WAR alone, removing nascent flash is also not an option since WAR needs it to cover their co-tank as well for those tankbusters, why would you want to remove "the supportive" one while also say "work as a team would increase the fun as well?" that's why we even have 2 tanks in fights. Also dps have their defensive skills as well and they been using them to help not only the tanks but the party to survive in Ultimates.
    (2)
    Last edited by Jim5K; 03-27-2025 at 12:43 AM.

  3. #3
    Player
    YukioKobayashi's Avatar
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    Mar 2019
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    Ike Xander
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    Lich
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    Paladin Lv 100
    Quote Originally Posted by Jim5K View Post
    Then I assume you havent done any EW or DT's ultimate or play a WAR before, removing the damage reduction and shield from bloodwhetting as well as nascent flash and leaving WAR with only rampart and vengeance to cycle through and with how frequently and hard hitting the tankbusters come at it is a fast express ticket to "Why we even have a WAR in this fight?" We all know 30%+ 20% isn't 50% that's why we need 10% mitigations on bloodwhetting so you don't have to pop both rampart and vengeance and waste their big cooldowns to survive a tankbuster which is what you trying to justify its removal. Also the WAR doesn't need the trait of extra health and healing because it already has all of that as Thrill of battle and yet it still need extra covers from healers and co-tank in high-end fights. And in current Ultimates, tankbusters rarely hit one tank only, you can't expect the healers and the co-tank to dump resources on a WAR alone, removing nascent flash is also not an option since WAR needs it to cover their co-tank as well for those tankbusters, why would you want to remove "the supportive" one while also say "work as a team would increase the fun as well?" that's why we even have 2 tanks in fights. Also dps have their defensive skills as well and they been using them to help not only the tanks but the party to survive in Ultimates.
    Im really not sure what tankbuster you are talking about that hits so hard it would immediately kill you the moment you dont have the 10% from Stem the Flow.
    Even Wave Canon hits "only" for like 75k with 2Min, Your Jobs 90s , Physranged Mit, Tank Partymit , Succor , Expedient and Healer ST. The 10% would reduce what.. 15k at most? The old Warrior MaxHP trait would give you 27k more HP instead to a total of around 155k with your 90s, 137k without 90s.
    But thats not really the point here. Taking away defensive options on any tank wouldnt fix the sustain and solo capability problem of tanks outside of savage and ultimates. The self sustain is the problem and needs to be nerfed on all tanks especially warrior.
    (0)
    Last edited by YukioKobayashi; 03-27-2025 at 09:36 AM.

  4. #4
    Player
    Jim5K's Avatar
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    Mar 2025
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    Lime San
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by YukioKobayashi View Post
    Im really not sure what tankbuster you are talking about that hits so hard it would immediately kill you the moment you dont have the 10% from Stem the Flow.
    Even Wave Canon hits "only" for like 75k with 2Min, Your Jobs 90s , Physranged Mit, Tank Partymit , Succor , Expedient and Healer ST. The 10% would reduce what.. 15k at most? The old Warrior MaxHP trait would give you 27k more HP instead to a total of around 155k with your 90s, 137k without 90s.
    But thats not really the point here. Taking away defensive options on any tank wouldnt fix the sustain and solo capability problem of tanks outside of savage and ultimates. The self sustain is the problem and needs to be nerfed on all tanks especially warrior.
    Idk where you got those numbers from, but I highly suggest progging the ultimate and talk from your experience there, yes? Wave Cannon is a line stack which hits the first 2 targets in front for up to 200-250k unmitigated so 1 tank has to use invulnerability so healers can focus resources on only 1 tank and the party and here a kicker - roughly 40s before Wave Cannon 1 and 40s after Wave Cannon 2 both tanks will have to mit for Cosmo dive which is another heavy hit tankbuster. Yeah, 27k more hp from the old WAR trait would help tanking autos from the boss for they hit around 35-40k per auto but not much if any for the tankbusters. Healers and tanks resources are heavily used in P6 so idk how leaving a WAR with only rampart and vengeance as mits for they have very long cooldowns and take away its short cooldown's mitigation property and covering skill like nascent flash would ever make it viable and not a deadweight for that fight and i still haven't mentioned DSR and FRU yet. In FRU currently with all its kit WAR still needs help from co-tank and healers, now imagine with only 2 mits with long cooldowns and how that would do to WAR.
    (0)

  5. #5
    Player
    YukioKobayashi's Avatar
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    Ike Xander
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    Lich
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    Paladin Lv 100
    Quote Originally Posted by Jim5K View Post
    Idk where you got those numbers from, but I highly suggest progging the ultimate and talk from your experience there, yes? Wave Cannon is a line stack which hits the first 2 targets in front for up to 200-250k unmitigated so 1 tank has to use invulnerability so healers can focus resources on only 1 tank and the party and here a kicker - roughly 40s before Wave Cannon 1 and 40s after Wave Cannon 2 both tanks will have to mit for Cosmo dive which is another heavy hit tankbuster. Yeah, 27k more hp from the old WAR trait would help tanking autos from the boss for they hit around 35-40k per auto but not much if any for the tankbusters. Healers and tanks resources are heavily used in P6 so idk how leaving a WAR with only rampart and vengeance as mits for they have very long cooldowns and take away its short cooldown's mitigation property and covering skill like nascent flash would ever make it viable and not a deadweight for that fight and i still haven't mentioned DSR and FRU yet. In FRU currently with all its kit WAR still needs help from co-tank and healers, now imagine with only 2 mits with long cooldowns and how that would do to WAR.
    200k to 250k - your own 2min - the amount of party shields and mit = roughly 75k without Stem the Flow.
    10% would reduce considering the diminishing returns 15k at most. Means the old Warrior MaxHP buff would be better there. You dont need to be a rocket scientist to see that.
    You yourself took 71k there without Aquaveil 15%, Benesion ~ 10k Shield, Haima/Panhaima, Holos or Temperance. Your healers were simply not pressing buttons except E.Prognosis and Kera. Your WHM had one Aquaveil and one Benesion in the entire final phase. If you still think Warrior is the problem why you took so much damage there then sorry.. I cant help you.
    (3)
    Last edited by YukioKobayashi; 03-27-2025 at 07:10 PM.

  6. #6
    Player
    Jim5K's Avatar
    Join Date
    Mar 2025
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    Character
    Lime San
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by YukioKobayashi View Post
    200k to 250k - your own 2min - the amount of party shields and mit = roughly 75k without Stem the Flow.
    10% would reduce considering the diminishing returns 15k at most. Means the old Warrior MaxHP buff would be better there. You dont need to be a rocket scientist to see that.
    You yourself took 71k there without Aquaveil 15%, Benesion ~ 10k Shield, Haima/Panhaima, Holos or Temperance. Your healers were simply not pressing buttons except E.Prognosis and Kera. Your WHM had one Aquaveil and one Benesion in the entire final phase. If you still think Warrior is the problem why you took so much damage there then sorry.. I cant help you.
    So you been using a party line stack mechanic to justify a tank's kit deserves to be gutted and make it even weaker than it already is for high-end contents? Wave cannon is the easiest thing to deal with in TOP tbh and it's not even a tankbuster. Also surviving a tankbuster with 50% hp compare to 70% is a world of difference in savages and ultimates where there are mit plans for them because every skill's cooldown and resources are counted by the seconds. And have you trying to ignore what i posted on purpose? The old WAR passive is still there in the form of Thrill of battle, stacking it on top of thrill would make WAR hp so bloated to the point a WAR would be more favorable than the other tanks which in turn would ruin the comp diversity, replacing it with Thrill would be no better since it would lower the skill celling and make the job boring with all that 24/7 hp buff and healing recieved. I just checked all the posts you've made in this thread and it seems like you into job identity in a very bad way to the point it would ruin the comp diversity and kill the game if implemented. I'm glad every tank has almost the same kits now to deal with mechanics, like dude, i don't want to be forced to play PLD or see every team comp has to have PLD because it's the only tank with covering abilities or tell to stay off of WAR because it had so few defensive cooldowns to cycle through and no covering ability. If all the tanks had a Passage of Arms in 8.0 to not make PLD a more favorable pick because of mechanics then so be it, job identity tied to mechanic solving skills like defensive skills, healing and shields is so bad it is borderline insanity, imagine trying to join a static or a PF party but get refused outright or locked out of your beloved job because that group needs a specific job for easier mechanics and the job you love doesn't have such thing because the game doesn't allow it to happen. Job identity on the other hand is very much welcomed in dps rotations however, make each job's rotation unique and make them fun to use.
    (1)