Return old abilities to Warrior and tweak them!
EXAMPLE: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.
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.
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![]()
Last edited by Powderkeg; 10-31-2013 at 02:22 AM.
None of those ideas would actually do anything to alleviate WAR problems. Giving WAR some support healing for the rest of the group doesn't make them better tanks; it would just make them marginally more attractive if they *could* tank at the same level as PLD (which they can't, at the moment). Providing temp hp doesn't actually do anything to reduce incoming damage. All it does is allow you to survive a single blow. The problem with WAR isn't in surviving the single blow; it's in the amount of healing required over time and in high throughput damage scenarios, neither of which would be addressed by arbitrarily increasing max hp by a comparatively small amount without increasing healing received. Causing self healing to generate enmity wouldn't do anything *either* because it's not like enmity is any kind of problem for WARs; damage/enmity is one of the few things about the tanks that is *exceptionally* well balanced.
Your 5 minutes of thinking amounted to absolutely no real useful ideas. Claiming that there are 10000 ways to solve the same problem just demonstrates that you don't even know what the problem actually is.
The problem is not that WAR self heals are wasted or that WARs don't generate enough enmity. The problem is threefold:
WARs require too much external healing because the devs screwed up and didn't realize that the self heals they implemented scale with outgoing damage rather than *incoming* damage and incoming damage and outgoing damage scale in completely different ways
WARs have a *dramatically* inferior CD suite compared to PLDs thanks to it relying on static self-healing while also just having *way* weaker CDs (the strongest WAR CD, Convalescence, which is, ironically enough, a GLA CD that they borrow that PLD actually gets a stronger version of, is numerically weaker than the weakest PLD CD, Rampart).
Wrath's passive benefits and consumption benefits operate in contradiction of one another rather than in support of one another
The only effective solutions are going to be those that directly address the problems rather than those that try to address problems that don't actually exist:
WAR self healing needs to scale with incoming damage so that it actually matches the performance of the flat mitigation that PLD gets
The WAR CD suite needs a complete and utter overhaul that involves buffing pretty much every single unique WAR tanking CD so that it doesn't end up just making PLD stronger
Wrath's passive benefits and consumption benefits need to be overhauled by increasing and stabilizing passive benefits and improving the consumption benefits so that you're no longer shooting yourself in the foot by actually using your Wrath stacks as intended instead of just letting them sit there
There may not be a single "Best Way", but that's not the same as "all ideas are good ideas". Of the 10000 ways to solve the same problem that you refer to, 9900 of them aren't going to actually solve the problem because they avoided the problem completely.
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.
Last edited by Hundred; 10-31-2013 at 07:20 AM.
^ These changes are very nicely thought out, a little op but very good, lol
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.
I can't recall, I haven't played WoW since mid Cata (at which time I was a DK tank). All I can remember was that DS could be made to hit pretty hard, and it would heal you based on the damage, and then ALSO give you a shield. I messed that up in the post you quoted, but was too lazy to change it; 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.
Death Strike is only 1/3 shield, is it not? Additionally, a shield will do precious little for WAR because your ability would still not scale to content. WAR really needs abilities which scale to content. This does not necessarily mean Inner Beast itself, either; as I demonstrated previously, Inner Beast isn't really where WAR is falling behind.
I feel that would unfairly reward poor play. It's a fine line to walk regardless.
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.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.
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