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  1. #1
    Player
    Chiraisu's Avatar
    Join Date
    Aug 2013
    Posts
    99
    Character
    Chiraisu Saika
    World
    Jenova
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Leiron View Post
    How about instead of adding more healing to Warrior, which is a band aid to an artery wound, we give Warriors better CD's that provide actual mitigation, and equivalent to Hallowed ground.
    Yes. Make paladin like warrior. Because that fixes the problem and gives the illusion that they are the same tank, whicch wouldn't make anyone play it anyway. The nature of the beast is this: Tanks need different tanking mechanics. If every tank was a mitigation tank, there would be no point, other than cosmetics, to play any other tank. That in my opinion is stupid. Warrior in this game is a self healing, high HP tank that's survival is directly dependent on how much damage he is able to do. (so he can heal it back)

    Edit for length increase

    On an edit. I would like to state a few other things. While it is clear that their self heals do not scale well with the content, and the damage taken out runs the self healing by leaps and bounds, there "can" be ways around this. Ways such as freedom of health. The HP bar is as solid as you make it in a game. Providing Warrior's with better manipulation of said HP can make it a fun class, give it relevance, and set it a part from paladin in mechanics only, not power.

    A way to do this is add a hallowed ground counter part. A move that keeps the warrior from falling below 1 HP for a duration. Sure, it may not be perfect invulnerability, but it is a crutch all it's own.

    Another way to produce effective self healing is to add more to what HP is capable of doing. Place modifiers that increase the lower Your HP is. This increases the potency of heals in situations that become dire as the fight proceeds. Example: Inner Beast heals for 200% of the damage dealt and increases by amount healed by X% of missing health. this gives it great synergy with the previously mentioned unnamed ability I spoke of.

    Make thrill of battle better: The temporary HP is a great idea in my opinion, work more on it. Maybe even give Defiance an active buff (of 5-10 seconds) that increases your max HP For the amount healed back, up to a cap or based on a percent. this would help cushion the overhealing and allow them to survive more burst, instead of melting in the face of it.

    I'm not sure why this isn't already a mechanic, but make wrath stacks effect healing done by actions and abilities. The fact that warrior's own mechanic doesn't work with itself is silly. Syngery is key here, and Warrior doesn't have it much.

    I'm pretty sure not making foresight into a parry buff was intended. I believe they have that plan reserved for a future tank, and that's fine. Personally the defense increase of foresight is a nice and welcome trait, but the %age and cool down are far too broken. 20% is not enough to combat Rampart, and the cooldown is longer to boot.

    However I will say this as a closing statement. I don't completely shove away the idea of putting mitigation on Warrior. I just don't want it to be a centrifugal part of the mechanics of it. Storm's Path in beta WAS a dmg shield. based on percent. I liked that better than the borderline useless skill it is now. Keep that, it was nice. Also, give Rampart to warrior as a cross class ability, God knows they can do worse. Without the gladiator trait, rampart's mitigation is only 10%. Not so bad right? just give it to them.
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    Last edited by Chiraisu; 10-30-2013 at 02:30 AM.

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