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  1. #1
    Player
    Nonohana's Avatar
    Join Date
    Aug 2013
    Posts
    370
    Character
    Nonoa Nha
    World
    Gungnir
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Shinkyo View Post
    PS: how do you post long posts? I'm limited to 1000 char...
    There's no limit when editing. So write your reply in notepad or something else, than one, post something, two, go edit and paste your full-text.
    (0)

  2. #2
    Player
    Seidaku's Avatar
    Join Date
    May 2011
    Posts
    114
    Character
    Sinbound Seraphim
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by konflikti View Post
    Either way would be cool really, I just personally think getting more Wrath ie. getting more angrier would lower your defenses and raise your offense. I kinda forgot the crit bonus / damage bonus from the orginal post. It would also force you to blow you Wrath and not happily sit at max Wrath because you got maximum damage reduction then (maximum damage reduction would in practice also mean most EHP and most use out of heals, which would outclass +% to healing received).
    What if for each stack of wrath we gained the ability to sit at 0 hps for 2 seconds per stack. Essentially given an invulnerability buff similar to holy ground but under a very different mechanic. Healers could let us hit 0 while they heal the rest of the group and we would be relying on them to heal us back up from 0 before the timer ran out. Once the timer starts it would remove all our wrath and lock us out of wrath for 30 seconds. We would also gain a pacify type buff that stopped us from having the timer again for 180 or whatever the cooldown should be.
    (0)

  3. #3
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    How about something like 15% static healing buff, IB that functions like ToB, and make bloodbath/storms path heal for more potency the lower % of total health you are at?

    at 100% it does nothing - literally no healing, at 75% hp it will heal for 50% of damage done, at 50% HP it will heal for 100% of dmg done, at 25% it would heal for 150%, and at critical levels (below 10%) it could do like 300%, so if you are expecting a big spike in damage, pop BB and start queuing up SP. This way we keep the mitigation dependent on our DPS, while just allowing us the power to recover from a bad situation, instead of being super OPed by having our self heals be a buffed static potency or %.

    I was thinking defiance should just do this normally (at 75% hp, incoming healing is increased by 25%, just an inverse relationship) - but I think that would be super OPed and make healing TOO easy. This way its all on us to manage our CDs in the right way.

    PS By "our" I mean you guys and me in 4 weeks.
    (0)

  4. #4
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    I'd really want to keep the offensive tank concept and have our DPS being the key to our reactive mitigation.
    How I'd fix WAR:
    1 - Move the selfheal from Storm Path to BB. We absolutely need to have a constant selfheal rotation to close the gap with PLD CD.

    2 - Make Steel Cyclone add shield equal to 300% of damage. Basically giving us tools to mitigate before burst (Steel Cyclone) and after burst (IB).

    3 - Make Vengeance a skill that keeps track of incoming damage and applies a scaling dps factor to Steel Cyclone and IB while vengeance is active, thus scaling our Shield/Heal. Scaling factor should be a +% of dmg received/maxHP. The scaling factor and damage tracker is either reset after use of SC/IB (might be too powerful) or simply deactivates vengeance.

    4 - Make Unchained be affect by Vengeance with the same dps scaling factor concept so that Bloodbath heals more.
    (1)

  5. #5
    Player
    OmegaSinX's Avatar
    Join Date
    Oct 2013
    Posts
    321
    Character
    King Drako
    World
    Behemoth
    Main Class
    Marauder Lv 76
    Quote Originally Posted by Shinkyo View Post

    3 - Make Vengeance a skill that keeps track of incoming damage and applies a scaling dps factor to Steel Cyclone and IB while vengeance is active, thus scaling our Shield/Heal. Scaling factor should be a +% of dmg received/maxHP. The scaling factor and damage tracker is either reset after use of SC/IB (might be too powerful) or simply deactivates vengeance.
    That sound Godly. But imagine if It absorbs all damage taken for 10secs and after the 10secs it returns all damage to the Target in 1 Blow. Ouch, imagine your dps against Titan. But we know this would never happen cuz it would be game breaking. For example, Titan hits 2-4k Per hit, lets say he hits u 6 times in that 10 secs. You'd hit for 12-24k in one hit lol.
    (0)

  6. #6
    Player
    Carnifex's Avatar
    Join Date
    Aug 2013
    Posts
    5
    Character
    Carnifex Ix
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Didn't see this post. Adding from my post to this. Both suggestions to new and alterations to other.

    I'm suggesting a non-shareable skill for MRD/WAR that harkens from FFXI, Full Break. Make it work similar to Virus (non-stacking). It'd be a defensive cooldown that can shore up the gap, but it'd be mechanically different in what the PLD offers.

    Inner Beast should be off the GCD (as well as the other Wrath abilities). It already takes ~18 sec for that heal. Also, str/damage dealt does not scale as quickly as our Max HP. Inner Beast could heal instead for a % of Max HP instead.

    Overpower needs to grant Wrath whenever it hits 3+ mobs. This will then feed into more uses for Steel Cyclone.

    Steel Cyclone could also use a secondary effect, a threat mod, or a straight up potency buff. Though I like the idea that it adds a shield based on damage/targets hit.

    I'm also loving the idea that BB gains the effect of SP. Improving the heal value as well will not cause a dramatic imbalance because of how potent the PLD cds are and that it takes 7.5 sec to get this heal off.
    (1)

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