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  1. #31
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    I've said it in some of my posts and yeah, I believe they should give Warriors a lvl 50 Trait that gives a 60% Parry on lolforesight. Also give defiance some sort of incease % in parry%. It wouldn't "fix" Warrior but it would greatly help. There are people who don't like parry though so.
    (1)

  2. #32
    Player
    Dlewis1986's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Raging Bull
    World
    Balmung
    Main Class
    Marauder Lv 50
    If parry worked how I suggested I honestly doubt anyone would dislike the ideal although you can only parry non magical atacc which would put us in a piccle but it would be leaps and bounds better than what we have right now.
    (0)

  3. #33
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Warriors do parry, they just don't parry enough.
    Paladins can both block AND parry as well.

    TO be honest, the devs shouldn't have not noticed the discrepancy.
    Its easy to simply eyeball.
    (0)

  4. #34
    Player
    RapBreon's Avatar
    Join Date
    Sep 2013
    Posts
    344
    Character
    Rap Breon
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Leiron View Post
    Hallowed ground IS penetrated by mechanics actually.
    If the damage is completely unavoidable, such as Titan's AOE and Ifrit's Nail AoE or Garuda's Aerial Blast, the PLD will take damage anyway.
    Given that SE is less into nerfing and is more into buffing, it would be better to see Warrior's raised to the same level of a Paladin.

    At the same time, I would not be opposed to seeing Marauder's having a DPS oriented job.
    What a delightfully annoying way to dodge my point, it also does nothing to undermine it. If it kills the entire raid, it doesn't matter if the PLD survives, he's not going to 1v1 the boss from 50%. PLD's aren't trivialising the Primals, they're trivialising Coil, which have specific moves designed to single out and pressure tanks. I realise due to text, I may not have been as clear as I intended. Though I did think the entire angle of my post recognised the fact that HG could be penetrated 0.o.

    The entire premise of my point was this; if a mechanic designed to kill just the tank (not an insta-raid wiper), can be tanked to infinity, it either; lets the tank live and makes all other tanks mad and becomes another thing SE must work around to make Tank death relevant. Or it penetrates and kills the tank (does nothing), then it becomes a novelty to use in less than serious content or by people who need a crutch to survive survivable situations (which hilariously, is what it already does, but to a much more trivialising degree, ignore them mechanics HOOOOOOOOOOOOOOO).

    Adding their little caveat of 'most damage' doesn't do anything, because invuln undermines tank mechanics or it doesn't. You can only tune via CD and duration, which can be tricky indeed.

    SE can be into whatever they want, but they're only making it harder for themselves in the future if they commit to power creep, refusing to trim the over-growths when it is needed. In which invuln will continue to be a pain in the ass to work around.
    (0)
    Last edited by RapBreon; 10-28-2013 at 02:59 PM.

  5. #35
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    I think they should add %healing+ to defiance, change Wrath to Crit and a small overall dmg mod (let WARs have 20% dmg red. @ 5 stacks), and change most WAR healing skills to function like Thrill of battle. IB, Bloodbath, Storm's - they all heal for a value, and add to maximum health for the same value for a limited duration - allows both reactive and proactive tanking that doesn't screw the healer too much. If that's OPed then let everything increase max HP by 50% of the amount healed or whatever you have to do to get it balanced.
    (0)

  6. #36
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Leiron. Based on what I've read you clearly assume that war healing can never work and will never work simply because it doesn't work right now. That is a flawed assumption. You are adding nothing to the discussion by throwing up your brick walls left and right. So far I haven't seen a decent suggestion from you outside of go play pally or turn wars into pally's with pally like abilities. This is not useful or constructive criticism.
    (0)

  7. #37
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    How about we just make all our healing based on maximum HP % and call it a day. It scales with incoming damage in different way than PLD's mitigation but it does scale better than scaling with our own damage.
    (1)
    Last edited by Lemon8or; 10-29-2013 at 02:03 AM.

  8. #38
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Tiggy View Post
    Leiron. Based on what I've read you clearly assume that war healing can never work and will never work simply because it doesn't work right now.
    No, that is an assumption of yourself, not me.
    Don't try to push your own ideas of what you believe my opinion to be on me thanks.
    Warrior self healing does not work because it is FLAT.
    It does not scale with the content the way mitigation does.
    If you make it percentile of your health, then that works a bit better, but you still are behind a Paladin in terms of passive mitigation/active as well as cooldowns.
    So its not JUST healing. It is a combination of factors and it seems people such as yourself, are so bloody stuck on the healing aspect you're ignoring the rest of the core issues affecting Warriors right now.
    I've never seen a community so set on working with a mechanic that is currently flawed, then suggesting they are okay when they clearly aren't.


    Quote Originally Posted by Tiggy View Post
    That is a flawed assumption.
    Clearly because it is YOUR assumption.
    Quote Originally Posted by Tiggy View Post
    You are adding nothing to the discussion by throwing up your brick walls left and right. So far I haven't seen a decent suggestion from you outside of go play pally
    Really?
    Perhaps you should actually read my posts since you'll see I've given suggestions.

    I am brick walling because hey, all of the suggestions; besides a handful; have been horrible.
    Increase DPS! Well gee now you've made Warriors overpowerd.
    Increase the healing!? Its still flat.
    Make healing health percentile based? Good idea but you're STILL behind Paladin's due to their cD's and Shield Oath.

    Quote Originally Posted by Tiggy View Post
    This is not useful or constructive criticism.
    Oh but your entire post which is essentially bashing me is?
    Or this post rght here?

    Quote Originally Posted by Tiggy View Post
    or turn wars into pally's with pally like abilities.
    Really?
    What is Paladin like?
    The fact that my suggestions actually make Warrior a better tank?
    The fact you have actual mitigation?

    Well gee, I guess Monks are clones of Dragoons because they both DPS with combo abilities!



    @Lemon: Indeed I suggested it earlier, or applying a shield based effect for active mitigation that you work into your gameplay.
    Cooldowns would still need to be addressed.
    Right now you can do PLD/PLD in Coil.
    You cannot go War/War.
    That to me, suggests there is a big discrepancy.
    (0)

  9. #39
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Hulk_Smash View Post
    I have been thinking of a mechanic that I would like to see as an improvement to WAR's self heals. Instead of only healing for 50% of the damage of Storm's Path itself, I would be happy to see perhaps a 5 sec duration to the self heals by all abilities, when in combo. I feel this would allow you to use Storm's Path, in a meaningful way, as part of your rotation, but not be so OP as to make WAR some sort of one man/woman show.

    I probably don't need to say this, but what are some of your thoughts?
    I don't think this is enough, it's still a very weak heal. I think it would be better as a 15-25sec duration 10-25% health leech effect. Remember, using it costs a lot of TP and you have to give up either the increased threat and damage of butcher's block or the increased dmg of storm's eye in order to use it. It needs to be a significant enough effect to be worth that trade off.

    Leiron, balance doesn't need to be perfect between the two tanking classes. It's perfectly reasonable to mix mitigation between abilities that scale with the character and abilities that scale with the content as long as you can get close enough to balance between the two (which you can estimate with appropriate gear levels for the given content). I don't think you can have ALL of a warrior's mitigation based off the WAR himself, but mixing between the two is appropriate.

    In my mind there are three major discrepancies between WAR & PLD mitigation that need to be resolved.

    1) the base, relatively minor mitigation provided by block & rage of halone.
    2) shield oath requiring ~10% less heals than defiance + full wrath (without having to worry about wrath stacks)
    3) PLD superior defensive cooldown suite, especially for mitigating high incoming damage.

    I think that this would be a good fix for 1. But it still leaves 2 & 3 to be resolved. It sounds like they're aware (to some degree) about 2, my hope is that they will move the +healing from wrath to defiance. Being able to use IB as needed without penalty (losing the +heal from wrath) would probably be enough to close this gap. They also seem to be aware of 3, although I have no idea what's in store to close the gap here.
    (0)

  10. #40
    Player
    mcfuzzi's Avatar
    Join Date
    Aug 2013
    Posts
    10
    Character
    Xuahn Dermott
    World
    Behemoth
    Main Class
    Marauder Lv 27
    Just a few spitball ideas:

    BloodBath: 20% hp healed over 20 seconds 90 second cooldown Off global cooldown does upto a 300 potency attak, the lower your hp the better the attack

    Stormspath: combos with overpower aoe cone up to 5 targets each target hit restores 1% of your hp grants 1 stack of wrath

    Berserk: increases damage by 50% not attack power

    IB: restores 20% of your health (that maybe op?)

    Foresight: Creates a shield that is equal to 10% of your health (it could block all of that up front, or could reduce incoming dmg by a percent until that shield is used up Not sure what would work better)

    fracture: 100 potency attack causes paralyze last 10 seconds.
    (0)

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