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  1. #41
    Player
    mcfuzzi's Avatar
    Join Date
    Aug 2013
    Posts
    10
    Character
    Xuahn Dermott
    World
    Behemoth
    Main Class
    Marauder Lv 27
    -Bloodbath becomes kinda like spirits within, but works better the lower the hp

    -Stormspath helps us be even better muti-target / trash tanks

    -Berserk is underwelming when compaired to fight or flight, with a shorter duration and a debuff at the end it should be alot better.

    -IB is now reliable and can be counted on

    -Foresight is now a useful cooldown

    -Fracture now gives war soemthing no other class has, the paralyse part could be added with the improved frature talant
    (0)

  2. #42
    Player
    Sybreed's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Silvaire Gerraldieux
    World
    Malboro
    Main Class
    Marauder Lv 50
    I don't see why they don't just make Inner Beast a Death Strike clone (provides a damage absorbing shield equal to 300% of the damage done, instead of a heal).
    (0)

  3. #43
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Lemon8or View Post
    How about we just make all 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.
    No, it doesn't. HP and damage scale roughly equally; you just dumped all your efforts into pumping VIT and therefore have lower damage. And no, scaling off max HP will do absolutely nothing to alleviate WAR's troubles. The problem is that WAR doesn't scale to content. 8-player content yields twice the damage rate of 4-player content and half the relative efficacy of self-heals -- this is totally independent of the stat from which you scale WAR's self-healing.

    Quote Originally Posted by Sybreed View Post
    I don't see why they don't just make Inner Beast a Death Strike clone (provides a damage absorbing shield equal to 300% of the damage done, instead of a heal).
    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.
    (0)

  4. #44
    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.
    (0)
    Last edited by Chiraisu; 10-30-2013 at 02:30 AM.

  5. #45
    Player
    KogaDrake's Avatar
    Join Date
    Aug 2013
    Posts
    361
    Character
    Koga Dragontaker
    World
    Behemoth
    Main Class
    Marauder Lv 60
    have not read much here, but adding more heals to combo paths with no emnity generation would really only cause more issues in the long run as we would either do as we do now and tank without taking advantage of this extra heals but for once in a great while, or start having threat issues as we take advantage of extra healing.

    Point is in fights where WAR have issues we are taking so much dmg and so much threat from DPS burn and healing around we cant do many combos with no threat or we will have other issues. Fights where we have more than enough time to do many other combos because they do not have the major DPS/healing threat to compete with we don't need a boost.
    (0)

  6. #46
    Player
    Azrienov's Avatar
    Join Date
    Oct 2013
    Posts
    1
    Character
    Azrienov Raveneye
    World
    Durandal
    Main Class
    Armorer Lv 50
    You could always convert a couple of WAR healing moves into damage bubbles, or making them AoE heals. This gives an assist to healers without stepping on their toes.

    The absorbed HP could instead generate temporary HP that is on timer when the WAR over heals on an attack like Inner Beast. This Temp HP could then be combo'd with things like Stoneskin, and Scholar abilities. This would give WAR the capability to build up it's tanking potential.

    Or you could make HP absorb generate small enmity, with a substantial empowerment from Defiance. Most of the theorycraft I've seen on it says "No, it doesn't." when it comes to the threat generation. With this done, PLD doesn't get another massive advantage over WAR and BB doesn't become useless for DPS who use it in dungeons. Apply the enmity like a heal, with hate being garnered for all mobs.

    This all in 5 minutes of thinking. There are 10,000 ways to solve the same problem. There isn't a "Best Way." because new ideas are generated all the time.
    (0)
    Last edited by Azrienov; 10-30-2013 at 01:36 PM.

  7. #47
    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.

  8. #48
    Player
    Vactus's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    341
    Character
    Vactus Serakai
    World
    Faerie
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sybreed View Post
    I don't see why they don't just make Inner Beast a Death Strike clone (provides a damage absorbing shield equal to 300% of the damage done, instead of a heal).
    So instead of a 1200-1300 heal it's a bubble? Nice in that it lets us burn IB more often to prevent overheal, but it's still not enough to offset the suddent loss of Wrath Stacks. That's one change that I like, but would still need to be supported by a few others. Our CD's are just very lackluster.
    (0)

  9. #49
    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)

  10. #50
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Blarp View Post
    Worth noting, in any case, that Death Strike heals 20% of damage received in the past 5 seconds, and Blood Shield gives a portion of that as a shield. Death Strike itself is not a shield, and only some portion of the total effect (after Blood Shield) is a shield. (Note that I don't really know how abilities scale anymore because I haven't played WoW in ages.)

    Quote Originally Posted by Blarp View Post
    They more than likely will also need passive mitigation tied to Defiance.
    I don't see any way around it, honestly. Try to make all mitigation active and Berserk pacification or any kind of stun would be a death sentence to poor WAR.

    Quote Originally Posted by Blarp View Post
    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.
    That, or abilities should cost different numbers of stacks instead of being all-or-none. Lots of ways you could do it, I guess.
    (0)
    Last edited by Gamemako; 10-30-2013 at 04:09 PM.

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