
This.Why dont we just aswell give a warrior a new spell: "Instanstly kills the boss when he is under 90% health and gives you immortality for 1 minute. Cooldown 30 seconds" Warriors are fine as they are now, you just need to know how to use their tools.... If it is so horrible, go reroll or something instead of whining on the forums..
They already "fixed" War endgame. It's called IL80 gear from crystal tower. "Please look forward to it".
(真緑, 大輝)
Playing pretend dev is fun. Plus there are some questionable design choices in a lot of the skills, not even tanking based ones.
MRD
- Foresight: Increases parry rate to 100%. 5s duration. 60s recast.
- Enhanced Foresight: Reduces recast to 40s and doubles base parry damage reduction for the duration.
- Bloodshower: Increases duration to 30s and increases healing from curative magic by 10%.
- Mercy Stroke: 30s base recast. Reusable instantly if it is landed as a killing blow.
- Enhanced Mercy Stroke: Reduces recast to 15s.
- Thrill of Battle: 45s base recast.
- Storm's Path: Redesigned - 150 TP. Delivers an attack with a potency of 50 to all enemies in a wide line before you. Applies Fracture. 30% chance per foe stricken to gain Wrath when used with Defiance.
- Holmgang: 120s base recast. Also take 30% less damage from the target for the duration.
- Storm's Eye: Combo bonus: 24s duration.
WAR:
- Wrath: No longer provides a bonus to healing.
- Defiance: Increases HP restored by curative magic and the damage of Inner Beast as HP decreases. Effect increases drastically beneath 25% total HP.
# >75% = no bonus
# <75% = 15% bonus
# <50% = 35% bonus
# <25% = 50% bonus
- Heavy Swing: Grants Wrath when used with Defiance.
- Overpower: 30% chance for each foe stricken to grant Wrath when used with Defiance.
- Butcher's Block: Combo bonus: Grants 3 Wrath when used with Defiance.
- Storm's Eye: Combo bonus: Grants 3 Wrath when used with Defiance.
- Infuriate: Also increases critical rate of next Inner Beast or Steel Cyclone to 100%. 5s duration.
- Unchained: Recast removed. Duration reduced to 12s.
- Steel Cyclone: x2 enmity multiplier.



How would you fix Warrior?
Playing better and whining less. Go one week w/o complaining about a video game and you will notice an increase in skill.

Actually to fix war i'd say add a line onto Defiance.
"All of your actions that generate HP (Bloodbath, IB, Storms Path) scale depending on how much damage you have sustained over the last 10 seconds."
There you go. WAR's mitigation now scales according to incoming damage just like PLD's.
Whereas PLD is a defensive tank popping cooldowns mainly to counteract WAR becomes offensive and has to maintain rotations and TP to keep itself up in the mitigation charts.
Wouldn't be right really to heavily buff Warrior since they cab complete all of the content a PLD can so far. They have to consider if they like the difficulty War has for end-game content and want to demand more of PLD players so its not as easy for em.

The problem isn't player ability. The problem is PLD's mitigation scales with incoming damage.
These are rough numbers fo example comparison only
For teh simplest example a pld can mitigate 50% damage on average over 2 minutes utilizing abilities and rotations.
In fight one lasting 2 mins he recieves a total of 1500 damage. his abilities (block, damage reduction cooldowns) mitigate 750 damage.
In fight two lasting 2 mins he recieves a total of 5000 damage. his abilities (block, damage reduction cooldowns) mitigate 2500 damage.
A warrior however has mitigation in self heals (parry isnt counted as it is the same or virtually the same as PLD's) and a larger HP pool to allow to have a chance to self heal after taking a hit.
Assuming the Warriors "perfect rotations" allow 1500 hp of self heals over 2 minutes.
In fight one lasting 2 mins he recieves a total of 1500 damage. his self heals mitigate 1500 damage. INVINCIBLE!
In fight two lasting 2 mins he recieves a total of 5000 damage. his self heals mitigate 1500 damage. Just as they did with less damage.but you're taking 1000 more dmg per 2 minutes than a pld
WAR's need an ability that scales mitigation based on incoming damage. Just as PLD does now. I think it'd be incredibly boring to just increase parry rate of WAR to be comprable to PLD's % style mitigation.
Which is why my vote goes for WAR's self heal ability to scale according to damage recieved.
Like I said above. Defiance increases the potency of ALL self healing abilities reflective of incoming dps. WAR's still keep the HP pool boost because they need it to form a buffer to lose health and reclaim it. If a WAR stops attacking his self heal mitigation falls down. making WAR different enough to play than PLD but still viable enough to tank BIG hitters.
Last edited by Terabyt3; 10-04-2013 at 12:58 AM.
I never said it was player ability. Im aware of all of that, I'm pointing out that they may want to tone down the PLD.
So...lets see.
Paladins are better than Warriors in iL90 gear, and somehow, iL80 gear will make Warriors equivalent to Paladins in iLV90 gear, even though the iL80 gear is inferior to iL90 gear.
Wow...
What a lark coming from a lv31 Gladiator who hasn't even unlocked Marauder yet...Why dont we just aswell give a warrior a new spell: "Instanstly kills the boss when he is under 90% health and gives you immortality for 1 minute. Cooldown 30 seconds" Warriors are fine as they are now, you just need to know how to use their tools.... If it is so horrible, go reroll or something instead of whining on the forums..
Not that MRD matters to GLA - you unlock it, get lv2 and dance off into the sunset with MRD's only direct defensive mitigation CD added to your Sentinel/Rampart/Shield Oath/Hallowed Ground kit.
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