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  1. #101
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    I'm sure its been said but tl;dr War needs an hp buff and some of these (taking into account tanking in coil and possibly future raids/dungeons):

    1. Defiance: boost hp 50% reduce damage 25% increase emnity 25%
    2. Storm's Path: heals 100% dmg.
    3. Storm's Eye: potency 130 aoe.
    4. Steel Cyclone: still requires 5 stacks but now adds 10% dmg reduction aoe.
    5. Infuriate: is fine for now.
    6. Mercy Stroke: Always critical, same gcd and same 20% recovery. (similar to archer misery)
    7. Fix the stun animation. With a 30 sec gcd and roughly a 1 sec wind-up animation it is stupidly long for a stun. I don't care about the gcd I just want my stuns to hit when I press the button. A 10-15 frame advantage would be preferred.
    (1)

  2. #102
    Player
    LiquidOuroboros's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Shadowlord Nemesis
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Passive: Bloodpact (Requires Defiance) Cooldown: 60 seconds.

    All overhealing done is stored. When hit by a fatal attack, the damage will first be drawn from that pool.

    Example: You have 7000HP and 4500 overhealing stored with bloodpact. Titan hits you for 3000, then 2000, then 4500 damage.

    7000-3000=4000
    4000-2000=2000
    2000-4500= -2500(Fatal, become invulnerable to check Bloodpact pool) +4500 = 2000HP. Bloodpact fades.
    (0)

  3. #103
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Marxam View Post
    I'm sure its been said but tl;dr War needs an hp buff and some of these (taking into account tanking in coil and possibly future raids/dungeons):

    1. Defiance: boost hp 50% reduce damage 25% increase emnity 25%
    Way...way... overpowered.
    Gladiator has 20% damage reduction and 20% enmity generation.
    You pretty much made Paladin useless.

    Rest of the idea are nice but...yeah...
    (0)

  4. #104
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Leiron View Post
    Way...way... overpowered.
    Gladiator has 20% damage reduction and 20% enmity generation.
    You pretty much made Paladin useless.

    Rest of the idea are nice but...yeah...
    I believe he means keeping Defiance the same except for the HP boost -- 25% outgoing damage reduced, not incoming.

    Enemy damage debuff on Steel Cyclone would work. Heck, a lot of things on Steel Cyclone would work. What it is right now, though, is just kinda crap.
    (0)

  5. #105
    Player
    oceanlord's Avatar
    Join Date
    Aug 2013
    Location
    Garlean
    Posts
    168
    Character
    Ramsez Ristelen
    World
    Tonberry
    Main Class
    Marauder Lv 50
    people rarely used steel cyclone because the only time use it is when more than 3 mobs attacking you and thus you need much heal, losing your wrath stack will make your healer having a hard time

    what changes really needed is make healing taken a baseline, wrath stack only gives you increased crit chance as usual and maybe each stack reducing the damage penalty from defiance itself
    (0)

  6. #106
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Okay that makes a lot more sense then.
    I agree with the enmity generation being upped to 25% for both paladin and Warriors.
    the 20% damage reduction is a hindrance to enmity generation.
    (0)

  7. #107
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Gamemako View Post
    * Increasing Inner Beast's use rate. You'd have to basically dump IB after every single combo before it catches up with PLD, and you'd be comically-overpowered for non-endgame content by that point.
    * Adding a shield to Inner Beast. WAR cannot take a hit to heal it in the first place.
    These two would actually take place at the same time, one because of the other. Adding gained mitigation as well as a self-heal through Inner Beast would inherently increase the use of Inner Beast over the course of a battle, and depending on the conditions for the shield would still require knowledge and skill on the part of the player to maximize gains and survivability.
    Furthermore, unless you'd be reducing overall heal amount, you'd run into the same problems as above.
    I don't think a damage shield would call for a nerf to the amount healed by Inner Beast as much as a change in the conditions for the self heal.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #108
    Player
    Akeldma's Avatar
    Join Date
    Oct 2013
    Posts
    4
    Character
    Akey Finrandi
    World
    Excalibur
    Main Class
    Marauder Lv 50
    After reading some more posts and looking into it more yeah warriors need an adjustment more then a flat buff.
    Something like remove the wrath system it was kinda cool but really doesn't play well.
    Make Inner beast a standard attack that deals 200 potency damage and heals for 25%
    of the damage taken in the last 5 seconds (minimum 10% of health) and costs 150 TP.
    As mentioned earlier steel cyclone should be a combo off of overpower and have a TP cost.
    Make the heal bonus from Defiance static.
    Unchained would remain a dps cooldown as it is now but with no cost since wrath would be
    removed and turn Infuriate into a defensive/healing CD something like absorb 50% damage
    taken for 10 seconds when this effect ends the warrior is healed for 50% of the damage
    absorbed 5 minute cooldown. These numbers are more hypothetical and the actual value
    could be adjusted to make sure its not over powered. All the players that have been saying
    we need healing to scale with damage done to us are right.
    (0)
    Last edited by Akeldma; 10-08-2013 at 04:52 PM.

  9. 10-08-2013 06:41 PM
    Reason
    redundant

  10. #109
    Player
    Vire's Avatar
    Join Date
    Mar 2012
    Location
    Ul'dah
    Posts
    86
    Character
    Vire Darksteel
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Faction View Post
    What is this BS "WAR can't survive hits?"

    WAR can survive hits. WAR just isn't as good as Paladin at it. Things like making inner beast a shield WOULD be a big improvement because it means that you could use inner beast BEFORE BURST DAMAGE instead of after it for the same effect, but much less risky, and there is 0 risk of it ever being overhealing.

    Plz play the game before posting =)
    The only fight in the game war is not viable on is turn 5 is BECAUSE we can't survive hits. How about you play the game before posting. A warrior can survive 1 death sentence with thrill of battle. That is literally the only move that will let us survive a death sentence followed by an auto attack. PLD can survive 4 of them with cooldowns no problem and even without cooldowns are way ahead because they reduce 20% damage passively.
    (0)
    Last edited by Vire; 10-08-2013 at 07:16 PM.

  11. #110
    Player
    Faction's Avatar
    Join Date
    Aug 2013
    Posts
    118
    Character
    Faction Mal'ganis
    World
    Leviathan
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Vire View Post
    The only fight in the game war is not viable on is turn 5 is BECAUSE we can't survive hits. How about you play the game before posting. A warrior can survive 1 death sentence with thrill of battle. That is literally the only move that will let us survive a death sentence followed by an auto attack. PLD can survive 4 of them with cooldowns no problem and even without cooldowns are way ahead because they reduce 20% damage passively.
    WAR can survive hits. WAR just isn't as good as Paladin at it.
    Wow thanks so much for your insightful post!!!
    (1)

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