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  1. #31
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Defiance is fine as is. Its the wrath stacking that kills it. I think all (if not most) of the skills when under defiance should produce wrath of some kind. i.e Overpower produce's 0.5 stacks meaning spamming OP 4 times would give you two stacks.

    There should also be a rotation bonus for successful execution. That way you can build 5 stacks in two rotations rather than 2.5.

    i.e Heavy Swing > Skull Sunder (add one stack) > Butcher Block (add one stack) > (one stack bonus for next Heavy Swing) > Heavy Swing (add one stack) > etc.

    And I do not agree with giving wars more def cd's cause the point of a war is to "manually" mitigate the damage. Meaning "you" the "player" must mitigate it yourself and that is the true nature of how wars should be treated. Not as a passive buff like shield oath. Also fix Storm's Path because the tp cost far outweighs its utility and the measly 50% of hp absorbed (roughly 70-120 hp) is not worth the 10% slash debuff from Storm's eye imo.
    (0)

  2. #32
    Player
    LunaChild's Avatar
    Join Date
    Mar 2011
    Posts
    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90
    just saying some ideas.

    make Steel cyclone and Inner beast have buff after used.
    example;
    Steel cyclone : reduce damage taken or increase some defensive stat for 10s
    Inner beast : increase some offensive stat for 10-15s
    (0)

  3. #33
    Player OrganizationXIll's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    285
    Character
    Soraxas Straeh
    World
    Goblin
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Ledarius View Post
    If both Tanks were able to relatively fulfill the same role, what would be the deciding factor between the two? It's always going to come down to utility, whether you like it or not. Given that Warriors seem to be the "Bruiser" job, why don't we have more stuns/interrupts in our toolkit? If WARs swapped "Brutal Swing" for PLD's "Shield Bash", this would not only help our mitigation, but also improve our usefulness to the party.

    I mean, would you really be satisfied with chaining the same combos and keeping yourself alive rather than helping out the party? If so, you may be playing the wrong game.
    It isn't. It is a self sustaining tank. (Heal focused) I think steel cyclone was poorly implemented because as it is it is only a damaging ability and makes people focus on dealing damage.
    (0)

  4. #34
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Have Second Wind affected by convalescence and Wrath
    Steel cyclone reduces Fire resistance.
    Bloodbath: +25% (50%) absorb under Defiance
    Storm Path + 100% (150%) absorb under Defiance
    (1)
    Last edited by Hundred; 10-18-2013 at 12:26 PM.

  5. #35
    Player
    Trapslick's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Ali Redwood
    World
    Odin
    Main Class
    Marauder Lv 50
    Ok, this is the way i see the War

    Warrior: Self sustain (heals) and DPS (higher damage)

    as of right now, warriors do a horrible job at that, 100 dps extra that warriors have is almost noticeable when in a 4 man group. I think that if you fixed it so that warriors did a good job at their more specific philosophies, we would be more forgiving of the faults

    Favorite ideas
    Self sustain:
    1) Self heals (does not apply to friendly heals or potions) will add to a shield that degrades exponentially over time (example: 100 shield degrades slowly, 3k degrades rather quickly), allowing for things like bloodbath to never be a useless buff.
    2) make Storm's Path useful... to put things in perspective, since it takes 3 attacks to trigger it, it has a healing potency of ~40 on gcd (or 10% of second wind). I would personally be happy if you took it off the combo and took away its wrath generation (imo: up heal to 66%, lower damage to 150)

    Extra DPS:
    Decrease damage resistance instead of slashing resistance. actually noticeable damage difference in a party of 8 would be awesome (~12% difference instead of ~2% vs Paladins)
    remove damage debuff from defiance, it seems counter productive to the mentality of a Warrior. Unchained could just be a damage buff

    Notice: I'm not a number cruncher, so please be forgiving if my numbers are off, but i'm just trying to get a general idea out there
    (0)

  6. #36
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Eh I think there should be faster ways to build up Wraith to help utilize Inner Beast and Steel Cyclone better, otherwise give us ways to reduce the useage of Wraith.

    Some Examples

    - Let Heavy Swing build Wraith
    - Boost the amount of Wraith by 2 when Unchained is in effect.
    - Allow all abilities to build Wraith when Unchained is in effect
    - When Unchained in effect all Wraith moves consume one charge.
    - Increase the recast of Unchained but abilities will no longer consume wraith during it's effect.

    Just throwing out some ideas there.
    (0)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  7. #37
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    Quote Originally Posted by SwordCoheir View Post
    - Let Heavy Swing build Wraith
    Please, for the love of god, please. THIS.
    (2)

  8. #38
    Player
    Fuuljo's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sewell Redd
    World
    Phoenix
    Main Class
    Marauder Lv 50
    MRD
    - Foresight: Increased Defence bonus to 40%.
    - Enhanced Foresight: Shortens recast to 90s and also increases Magic Defence by 40%.

    Foresight is a pretty poor ability because the mitigation bonus it provides is so low when taking the recast time into account.

    - Skull Sunder: Additional effect altered: Front bonus: Additional enmity.
    - Butcher's Block: Additional effect altered: Front bonus: Additional enmity.

    Front bonus added so off tank or dps MRD/WARs can use their main combo without fearing pulling enmity from the main tank. Main tank MRD/WARs can still generate extra enmity by being in front so the only situation in which this has negative impact is where a mob is making a B line to someone else but there are other skills for dealing with that.

    - Mercy Stroke: Replaced with [ Antagonize: 45s recast, Unleash a threatening roar that generates a great amount of enmity in a 5 yalm radius. ]
    - Enhanced Mercy Stroke: Replaced with [ Enhanced Antagonize: Also reduces enemy damage by 15% for 8s. ]

    Mercy Stroke is also a pretty poor ability and didn't seem to make the transition from 1.xx to ARR very well. Replacing it with an ability that provides "offensive defense" would suit the MRD/WAR play style, by "breaking" enemy damage instead of taking less damage themselves.

    - Thrill of Battle: 60s base recast.
    - Enhanced Thrill of Battle: Also shortens recast of Thrill of Battle to 45s.

    Thrill of Battle is one of the great few long recast abilities a MRD/WAR has. It contains a heal which scales very well throughout the game and a health buffer to boot. Allowing the use of this skill more often would allow MRD/WARs to use it as a pseudo absorption shield for heavy hitting attacks like Mountain Buster and Tonberry King's Grudge.

    - Storm's Path: Redesigned: [ Storm's Path: 50 TP / 15s Recast / Delivers an attack with a potency of 230. Front bonus: Additional enmity. (No combo action) ]
    - Storm's Eye: Combo action: Storm's Path. Duration extended to 20s.

    Storm's Path is in an odd position. The healing it provides is too little to make a difference, the TP cost is greatest of all the combo skills and is sits at the end of a combo, becoming replaced by Storm's Eye at 50. I think it is agreed by at least 90% of the MRD/WAR community that Storm's Path in it's current iteration has no place on the skill bar (at least at 50). Making Storm's Path into it's own combo starter and giving it a recast time would be a good way to differentiate it from the other skills. Changing the Storm's Eye combo action to Storm's Path would also open up a combo pathway for future "Storm" abilities in further content, controlled by the recast time on Storm's Path.

    - Holmgang: Also increases damage to the target by 30% and reduces damage taken from the target by 30% for 6s.
    Holmgang is a very situational ability and is nigh useless in most situations that matter. Once again the concept is "offensive defense" in that it acts as a defensive option tied into an offensive action.


    WAR:
    - Wrath: No longer provides a bonus to healing.
    - Defiance: Additional effect: Increases HP restored by curative magic by 15%.

    One of the big problems with WAR is that using your signature ability, Inner Beast, is not always a net gain of healing. That is because Wrath, the resource spent and required to use Inner Beast, also provides a passive healing bonus. Infuriate, the ability, helps to mitigate this problem slightly but it doesn't change that using Inner Beast can be a counter productive skill especially in late game content where the 15% extra healing you receive from magic will easily out heal the average Inner Beast heal.

    - Unchained: Recast removed. Duration shortened to 12s.

    I like to thing of this ability as a metaphor for modern DLC in the gaming industry. It provides you with nothing new, content that was cut away at the release and resold to you for a premium. In essence it is giving you back something you technically already had. Joking aside the recast time is way too long especially when using it requires precious Wrath stacks. By removing the recast and shortening the duration to 12s a WAR can make a conscious choice between self preservation (Inner Beast) or extra damage and enmity. With a low duration a WAR would have to potentially sacrifice all of their Inner Beasts to keep it at 100% up time, if such a thing is possible.

    - Heavy Swing: Grants Wrath when used with Defiance. Grants additional Wrath if a critical hit.
    - Skull Sunder: Grants additional Wrath if a critical hit.
    - Butcher's Block: Grants additional Wrath if a critical hit.
    - Maim: Grants additional Wrath if a critical hit.
    - Storm's Path: Grants additional Wrath if a critical hit.
    - Storm's Eye: Grants additional Wrath if a critical hit.
    - Overpower: Grants Wrath when used with Defiance. Grants additional Wrath if a critical hit.

    Aside from skill speed Wrath gain stays static at all levels of play. Inner Beast does not scale well enough into late game that it provides the power it does during leveling and early 50. Increasing Wrath gain through the use of a normally offense orientated stat, critical hit rate, provides the WAR with a means to increase the speed of Wrath gain. Even if Inner Beast does not heal as much in ratio compared to incoming boss damage at later game stages the increased use of Inner Beast (and all other Wrath spending skills) will serve to act as active pseudo mitigation similar to increasing block rate but in bigger spikes and bursts.
    (2)
    Last edited by Fuuljo; 10-18-2013 at 09:16 PM.

  9. #39
    Player
    Caraway's Avatar
    Join Date
    Aug 2013
    Posts
    353
    Character
    Shiloh Everlost
    World
    Jenova
    Main Class
    Marauder Lv 85
    Personally I think just adding back the leech buff to Storm's Path would go a long way. Ensure it's long enough that we can do a couple of rotations without going back to Storm's Path and when you couple that with Bloodbath you'll have some very good boosted self-healing for when things get a bit rougher.
    (0)

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