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  1. #21
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Foresight: Change this to parry+ % (+40% like someone mentioned would be sweet) like in 1.0 otherwise it's stupid or simply make it less garbage(or keep the 5% mitigation but add parry boost via a trait to war or make it damage taken -, magic damage taken -20%, anything useful)

    Overpower: Good ability, tp cost is high however we would be able to use invigorate to gain some tp back when necessary

    Berserk: Remove the pacification, its stupid, it can be removed by esuna/leech but thats highly unecessary work for a healer (which is already most likely spamming cures on you) and PLD has fight or flight which from what i've read is better than berserk... (dmg done vs attack %)

    Brutal Swing: Lesser the animation slighty, it takes about 1 whole second for the stun to proc. Make brutal swing be a unique stun that will land on bosses and interrupt, PLD's have that silence ability and a low cooldown stun, why not give us something similar/reliable? if not no biggie
    (0)

  2. #22
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Storm's Path: Recovery is simply not enough against incoming dmg, its a joke; either remove the ability and add the healing property to storms eye or butchers block(which would be better imo for more hate generation when you are competing against very good geared dd's) or change the % increased and incease potency

    Inner Beast: The shield/stoneskin effect idea sounds alright, or the scaled of hp% or something like all overhealed will turn into shield/etc.

    Unchained: Cooldown is way too long imo. Has its uses, mainly use it at start of a fight but it wouldnt be wise to use it on coil unless infuriate is up. Would be pointless anyways if they remove the -dmg done with defiance up, but it they dont then at least lower unchained to 60sec so every minute we can do what we're supposed to do... more dmg to self heal better/etc.
    (0)

  3. #23
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    With the change to LNC we would lose the following GLA abilities:

    Convalescence (legit ability that i use often, however if they change the healing +20% towards Defiance and not dependant on stacks then i think it's a fair tradeoff)

    Flash: this would kinda hurt for just initial of fights/pulls where theres a bunch of mobs or those retarded dps that go hurr durr all out mode before i even whip out my weapon, but after you line em up for overpower theres no need for this unless you are sleeping mobs for some reason.

    Provoke: if they change holmgang to the above then it would alright to lose this.

    Awareness: ok'ish/meh ability from the looks of it

    Savage Blade: lol really.... waste of ability slot which could have been something more useful like rampart. The same for PLD, why would they give PLD Skull Sunder... waste of an ability slot. C'mon SE...
    (0)

  4. #24
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    With the change to LNC we would obtain the following abilities:

    Feint: Make it so we can land the slow on bosses reliably (an extra reason to bring us plus the+20% slow would help with tanking)

    Keen Flurry: yes plz

    Invigorate: TP regen, I often find myself running short on tp when running AK, i can only imagine the tp drain on turn 4 coil from videos i've seen, so Invigorate would be welcome

    Life Surge: I realize this is a LNC/DRG ability only but if they would change it so WAR could use then it can be used to guarantee an Inner Beast crit for max possible self heal when necessary
    (0)

  5. #25
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    General wishful thinking:

    Introduce attack food, this would buff second wind and general self heal/dmg done/ dd jobs in general.

    I hope they add the unique ability buffs/passives on AF/Future AF upgrades like AF3 version or whatever, like WHM body: cure potency +15%, WAR body: Double Attack x%, BLM: Increase x magic potency + x%/etc but very hard to get (harder than coil stuff for exmaple)
    or they could add that stuff right now if they added "special materia" that's only gotten from crystal tower/coil and meldable only once per armor piece or only meldable on af2. (im a personal believer that allagan gear should have come from mythology and af2 from coil (just feels like af2 should be the iconic gear people should be aiming for but whatever doesn't really matter that much)

    Make AF1 Revelant in the future, necessary to upgrade to AF3 for example.

    There's so much potential for this game =/
    (0)

  6. #26
    Player
    castillle's Avatar
    Join Date
    Sep 2013
    Posts
    26
    Character
    Elise D'lala
    World
    Moogle
    Main Class
    Marauder Lv 100
    Erm..how about change PLD instead?

    Shield Oath - 15% reduced damage taken
    Rampart - Cross Class skill (buff to 25% reduction for paladin)
    (0)
    Last edited by castillle; 10-13-2013 at 04:17 AM.

  7. #27
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Storm path could absorb some more health.
    I don't have much qualm with WAR but I don't like Storm path's heal. If I pop unchained + Berserk and crit, then it's visible otherwise I don't think a healer can feel it. Sure if im soloing and do say 6 Storm paths I'll see a difference between how much health I have with that combo vs if I had done BB combo, it'll be small but it's there. However against a boss it's hard to justify.
    (0)
    Last edited by Hundred; 10-13-2013 at 06:30 AM.

  8. #28
    Player
    Eightbit's Avatar
    Join Date
    Sep 2013
    Posts
    116
    Character
    Eightbit Ho
    World
    Malboro
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by castillle View Post
    Erm..how about change PLD instead?

    Shield Oath - 15% reduced damage taken
    Rampart - Cross Class skill (buff to 25% reduction for paladin)
    Nerfing Paladin doesn't really help warrior though. Come any new content you will see warrior struggling even more with the same issues unless they add some changes to the class to improve it.
    (0)

  9. #29
    Player
    Roxus's Avatar
    Join Date
    Apr 2012
    Location
    Shirogane
    Posts
    181
    Character
    Ryuuko Souha
    World
    Jenova
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Hitokirinomad View Post
    Roxus,

    I kind of like those ideas, but I wouldn't reduce healing for Rage (PLD equiv gives pure invuln, why would the buff be a purely inferior version of that), the Inner Beast additional effect would basically either never be triggered, or ensure IB is overheal. Steel Cyclone needs to be an AOE bind+ blind, and Holmgang would NEVER be used if it reduced damage on the target. That's..the opposite of what you want in every encounter. But overall it's a good set of ideas.
    My reasoning is purely to offer trade-offs for the gains this set would give Warriors, according to developers Warriors are already "good enough, l2p" I am offering things that require combos to completely work. The reason Rage reduces healing is to differentiate from Hallowed Ground, where reduced healing + low hp = LB buildup. Holmgang was a way to offer scaling damage mitigation to the warrior without just copying the Paladin one. Ideally it would be used for very hard hitting skills and Holmgang can be removed via MNK "One-Ilm Punch".In my opinion Inner Beast is good as is, I just added something that wouldn't waste overheals. I think Warriors have potential, but ultimately they will be inferior with static mitigation (Current skillset).
    (0)

  10. #30
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    Also, I would keep Warrior on the "Self-healing tank who need no direct mitigation" niche, leave the parry-specialization to the possible Samurai Tank job that many people are speculating.
    (1)

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