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  1. #1
    Player
    Genesiser's Avatar
    Join Date
    Aug 2013
    Posts
    115
    Character
    Flig Neldajoa
    World
    Goblin
    Main Class
    Blacksmith Lv 50
    Make every self heal from the warrior (blood bath, inner beast, storm path) also add an absorption shield worth 150% of the amount healed. This would not only make the self heals worth while, but also smooth out the damage warriors take and not make warriors so spikey. In essence, this would make up for the lack of a shield.

    For example, you figure a pally has a ~25% chance to block ~25% of the damage taken. So 1 in every 4 hits are blocked, you figure a raid boss hits for what, 1k dmg? So every ~10 seconds (4 atks x 2.5 sec/1 atk) that is 250 damage reduced. (25 damage/sec reduced)

    For a warrior, if you used storms path every other 3 hit combo (I would assume you can hold aggro if you did that) then every 15 seconds a warrior would heal himself for 150 damage and get an absorption shield for 225 damage. (total of 25 damage/sec reduced)

    Also, every ~20 seconds a warrior could then use inner beast to heal for 1k and get an absoorption shield for 1,500 damage. This would go a long ways into making warriors damage taken much more steady and more viable.

    Finally, move the 15% heal modifier from wrath stacks to defiance baseline and just have wrath stacks add crit. That way if you use a move that takes away wrath stacks, it doesn't reduce your tanking ability.
    (4)
    Last edited by Genesiser; 10-02-2013 at 10:48 AM.

  2. #2
    Player
    Garry's Avatar
    Join Date
    Oct 2013
    Posts
    28
    Character
    Garry Leonard
    World
    Diabolos
    Main Class
    Marauder Lv 51
    Honeslty its not very complicated warrior wouldn't need too much. Really tacking a damage reduction buff to one of the warrior's skills would keep the active style up while bring things to a more even setting.

    Examples:
    Steel cyclone: 60 to 120 second 5-10% damage reduction buff. Make's wraith stack feel more expendible, however inner beast or wraith would need to be change so that IB and Unchained still feels worth using.

    Storm path: remove pretend healing add ~21s(so it can be kept up every 3rd combo) again 5-10% damage reduction buff. (with berserk + maim + storm's eye + blood bath +vengeance+unchained puts you in such a great place threat wise that you can almost ignore threat for the rest of a so no reason to to really worry about threat, and damage reduction in aoe is already covered under the current game mechanixs)


    That's pretty much all you need,. Maybe another protective cooldown might be nice.
    (0)
    Last edited by Garry; 10-03-2013 at 04:45 AM.

  3. #3
    Player
    Edewen's Avatar
    Join Date
    Oct 2013
    Posts
    279
    Character
    Rydia Stardust
    World
    Midgardsormr
    Main Class
    White Mage Lv 93
    From a healers perspective, mind you I'm still not maxed yet, the main downfall of warriors right now imo is that they favor health over mitigation. Historically, this is never good. When stuff hits the fan, and efficiency takes a back seat to healing output. Warriors are nothing more then a drain on healers mp.

    To address this warriors will either want more self healing through tools of their own, or a passive to increase healing taken as a whole to make up for the difference.

    Secondly, warriors have issues with crowd control. They can't maintain flash which is the only aoe threat you can do on cc, so naturally, more cc breaks and they take more damage. They need some sort of standardized warrior shout ability that will generate threat, do no damage, and possibly also reduce enemies physical attack power. This could could also help address issue number one on the list.

    Honestly, there should be a solid reason to want one of each tank in your groups
    (2)

  4. #4
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Edewen View Post
    Secondly, warriors have issues with crowd control. They can't maintain flash which is the only aoe threat you can do on cc, so naturally, more cc breaks and they take more damage. They need some sort of standardized warrior shout ability that will generate threat, do no damage, and possibly also reduce enemies physical attack power. This could could also help address issue number one on the list.
    I don't see CC as a big issue compared to the issues of tanking actual hard content where people prefer PLDs. WAR just CCs a little differently. Build up enmity on mobs first, then you CC them.
    (0)

  5. #5
    Player
    calamityz's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Moon Speak
    World
    Goblin
    Main Class
    Marauder Lv 50
    wait...people actually use steel cyclone? what.
    (0)

  6. #6
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Defiance grants full time 20% healing buff (to match shield oath). Applies to self heals.

    Wrath stacks do anything else.

    Classes balanced.

    /thread
    (0)

  7. #7
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by PiedPiper View Post
    Defiance grants full time 20% healing buff (to match shield oath). Applies to self heals.
    It has to be 25% +healing to match the 20% DR that Shield Oath provides. Shield Oath is 1/.8, which is 1.25.
    (1)

  8. #8
    Player
    GalkaBikini's Avatar
    Join Date
    Apr 2012
    Posts
    267
    Character
    Promyvion Vahzl
    World
    Excalibur
    Main Class
    Alchemist Lv 64
    I used to think Steel Cyclone sucked until it started critting for 500. Course this means I only use it in a situation where I'm blowing all my DPS cooldowns. Frankly I'd love to see a combo for AOE on WAR.
    I can agree with a Mercy Stroke buff, it's pretty hard to land for the heal sometimes, especially in 8 man content.
    However, a lot of the things people suggest would just make WAR too easy, and probably overpowered.
    (0)

  9. #9
    Player
    Grogin's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    75
    Character
    Grogin Wolfson
    World
    Malboro
    Main Class
    Marauder Lv 50
    1. Exchange the damage penalty on Defiance with a penalty to critical hit %.
    2. With Wrath, change the increase healing to reduce hate generated by external heals by a %. We have 2 cross class abilities that can increase healing %.
    3. Increase bloodbath healing percentage.
    4. All self healing generates double enmity.
    5. While I like overpower, replace it with an ability that is the same as Flash, but uses TP. Make this ability a cross class skill that pld/gld can use as well.
    (0)

  10. #10
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Grogin View Post
    1. Exchange the damage penalty on Defiance with a penalty to critical hit %.
    This would equate to a complete and utter lack of DPS decrease. You're essentially asking for a 30% increase in total DPS.

    2. With Wrath, change the increase healing to reduce hate generated by external heals by a %. We have 2 cross class abilities that can increase healing %.
    Which is simply going to make it harder to heal a WAR tank. The 15% +healing is the only reason that WAR requires 8.7% more healing than a PLD rather than 25%. You're essentially asking for WAR to become an even *harder* to heal tank.

    3. Increase bloodbath healing percentage.
    Bloodbath provides a comparatively small amount of self healing. You get more out of using IB>Infuriate every 60 seconds and that's actually controllable for burst healing when you need it, rather than having 90% of it wasted on overhealing because your healers top you off. Unless you increase it to some obscene amount, it's not going to get anywhere close to offsetting the loss of increased healing from your Wrath change and it simply creates further problems since you're just replacing a mitigation mechanism that *does* scale with incoming damage with one that doesn't.

    4. All self healing generates double enmity.
    I'm curious why exactly you feel like this is needed. AoE enmity generation always comes at the cost of ST enmity generation. You're essentially asking for WAR to get a crapton of AoE enmity generation for absolutely free (you're increasing damage *and* increasing self healing *and* making it generate enmity, which it doesn't do now). Hell, with this change, you wouldn't even *need* Overpower or Flash: you'd generate all of the AoE enmity you need just punching a single target (which could actually be really problematic when you're having to work with an OT that's supposed to handle adds).

    5. While I like overpower, replace it with an ability that is the same as Flash, but uses TP. Make this ability a cross class skill that pld/gld can use as well.
    So you want an ability that deals no damage but still consumes TP? You do realize that one of the major advantages of Flash is that it's effectively free: a PLD can use it without any impact on TP whatsoever (interestingly enough, it actually ends up turning into a 50 TP *gain* every time you use it). Even if WAR were given a clone of Flash that consumed 50 TP instead of any amount of MP, it would *still* be worse than Flash; in fact, it would end up being a substantial buff to PLD because, while both WAR and PLD would be using your TP-Flash clone in exactly the same way, PLD would be getting more than double the cost effectiveness out of Flash because they're packing more than double the mp (which means they regenerate MP faster and have more uses before they bottom out).

    Really, do you have *any* idea what your ideas would actually do? All you'd be doing is turning WAR into even less of a tank and giving them better DPS. The only thing they'd be useful for is soloing because a tank that generates gobloads of enmity on absolutely everything regardless of what they're doing but is effectively impossible to keep alive because their survivability is only marginally better than a DPS isn't a tank. It's an annoyance that makes everyone's life harder: the actual tank can't tank and the healers have to burn through MP like there's no tomorrow.

    Your ideas would "fix" WAR, but not in the sense that's you intended; the version you'd be going with is the one that generally gets applied to pets.
    (1)

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