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  1. #1
    Player
    Uliq's Avatar
    Join Date
    Oct 2013
    Posts
    82
    Character
    Atheros Gaian
    World
    Faerie
    Main Class
    Ninja Lv 90
    I'd increase bloodbath to 50% storms path to 100% and wrath stacks increase all healing in not just cure spells(if it doesn't already. Only 44 and in no rush to 50 with the current breakage)
    (0)
    Last edited by Uliq; 10-30-2013 at 02:59 PM.

  2. #2
    Player

    Join Date
    Sep 2011
    Posts
    430
    http://www.wowhead.com/spell=77513

    Give WAR's some real tanking CD's and allow their self-healing to directly affect their mitigation. They more than likely will also need passive mitigation tied to Defiance. Also, wrath stacks should be usable at any stack, but the damage and healing would obviously have to scale based on the amount of stacks.

    Blood DK's are an excellent example of how powerful self-healing can be when properly designed. WAR's are half-baked and need a total overhaul IMO. This is SE though, and their track record with class balance is horrifying, so I don't have high hopes.
    (0)

  3. #3
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Return old abilities to Warrior and tweak them!

    Quote Originally Posted by Dhex View Post
    Brandish Marauder 4 Swing your weapon in a sweeping motion, dealing slashing damage to nearby enemies.

    Defender Marauder 10 Tighten your guard, increasing physical and magic defense while reducing attack power and magic potency. Increases enmity generation while under the effect of Steadfast.

    Fracture Marauder 14 Deliver a devastating blow, dealing blunt damage and rendering the target incapable of using weaponskills. Can only be executed following a parry.

    Disorient Marauder 18 Flick dust, sand, or soil at an enemy, reducing the target's evasion and increasing enmity. Effect may stack up to three times.

    Murderous Intent Marauder 26 Throw yourself into your blows, increasing critical hit rate of physical attacks.

    Warmonger Marauder 30 Put on a threatening display, increasing enmity generation and drawing the attacks of the target and nearby enemies.

    Rampage Marauder 34 Increases your attack speed and parry rating for each physical attack against you, and restores HP for each critical hit you land. Cannot be used simultaneously with Berserk.

    Barbaric Yawp Marauder 34 Sound a booming cry, interrupting the casts of nearby enemies.

    Whirlwind Marauder 46 Delivers a melee attack to enemies in range. Combo Action: Path of the Storm Combo Bonus: Resets Berserk effect when active to increase damage.
    EXAMPLE:

    Rampage (2.0): Decreases damage dealt by 5% - Increases your skill speed and parry rate for each physical attack against you, and restores 2% Max HP for each hit you land. Effect fades upon reuse. Cannot be used simultaneously with Berserk.
    (0)

  4. #4
    Player
    Powderkeg's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    70
    Character
    Alina Wolfeater
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Needs to be 100% of damage since war has so much hp it would still be balenced without being overpowered tomahawk should have a debuff as well like defense down
    (0)
    Last edited by Powderkeg; 10-31-2013 at 02:22 AM.

  5. #5
    Player
    Hundred's Avatar
    Join Date
    Sep 2013
    Posts
    282
    Character
    Delcas Seven
    World
    Lamia
    Main Class
    Warrior Lv 81
    Holmgang
    Binds the Caster and Target. The Caster cannot lose more than 49% of their health from a single attack or spell.
    6s duration.

    Thrill of battle
    Change the base to 20% and the enhanced to 30%.

    Storm Path
    Absorb 75%.
    Parry the next hit when used with defiance
    Grants Wrath when used with Defiance

    With Holmgang change you can at least prevent being 1 shotted for 6s. It's no 10s party immunity, and you are rooted, and you can still be reasonably killed, pretty much does nothing against mobs, and many things are immune to the root but it's on 3 min cd vs PLD's 7 min.
    Thrill of Battle change going to make it a nicer emergency "Oh snap" and the Storm Path change will make it easier to throw into rotation as a defensive combo when chit hits the fan given guaranteed Parry. ToB will have its qualm vs Sentinel given that it doesn't make any incoming heals more effective but oh well guess thats what Mantra (lol) is for.


    Bloodbath
    changed to 50% absorb. Bloodbath heals for 25% more when infuriated
    Feels a tad underwhelming. the 25% heal benefit is just to cancel out the defiance penalty on the heal. Defiance increases your health 25%, but makes your Bloodbath (and Storm path) heal 25% less due to the damage penalty. Why you are healing less with a greater health pool to refill when tanking is beyond me. At least with this at 5 stacks of Wrath you can at least heal for the same amount as you would outside of Defiance.

    Mercy stroke
    Applies the Mercy stroke debuff for 1 second. Basically if they die with that debuff you still get the heal. So a fair bit more practical to use.

    Vengeance
    Change to 10% dmg reflection.
    (1)
    Last edited by Hundred; 10-31-2013 at 07:20 AM.

  6. #6
    Player
    Takiwaki's Avatar
    Join Date
    Aug 2013
    Posts
    38
    Character
    Taki Oni
    World
    Excalibur
    Main Class
    Marauder Lv 70
    ^ These changes are very nicely thought out, a little op but very good, lol
    (0)

  7. #7
    Player
    Vortok's Avatar
    Join Date
    Oct 2013
    Posts
    189
    Character
    Vortok Mercadia
    World
    Exodus
    Main Class
    Arcanist Lv 50
    The long term healing required is an issue, but they've said they're looking into making Inner Beast a bit more friendly to use so we'll see how things go on that front.

    The thing that's kind of annoying is that a Warrior's higher HP is basically just for show. Due to the passive DR on shield oath, a Warrior can't really take more hits before receiving heals than a Paladin can... so they can't just tank stuff with their face like you might expect from a higher health pool. The +healing modifier is mostly just to offset needing to fill a larger health pool, as people have demonstrated.

    The vast difference in strength of cooldowns just exasperates the problem further. If a 0 cooldown Warrior was 'better' than a Paladin in some non-trivial way it could be a reason for a Paladin to have the cooldowns that they do.
    (0)

  8. #8
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Phreak View Post
    Just give us a trait that allows WARs to take 20-40% less damage while stunned/pacified/incapacitated.
    I feel that would unfairly reward poor play. It's a fine line to walk regardless.

    Quote Originally Posted by Sybreed View Post
    I meant inner beast should heal AND give an absorb shield. Although I do realize Inner Beast isn't the low man on the totem pole for us as is, and even that fix wouldn't be enough. But the absorb shield could buffer the loss of the 15% healing from wrath stacks while you built them back up.
    I don't think any flat shield can ever account for the loss of Wrath stacks simply because Wrath stacks are currently your only scaled recovery. Might be a bit of a moot point, though, since Yoshi-P specifically mentioned the Wrath mechanic as being too hard on players.
    (0)

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