Given the release-the-beast mantra of the WAR story, I think PGL abilities actually make a lot more sense. It's not just about swinging an axe.
Long story short, WAR and PLD do nearly identical damage when not tanking (non-Defiance vs. Sword Oath). This is how the game was designed. Adding more non-tank damage to WAR in the form of Blood for Blood and reducing tanking damage by taking away Inner Beast would actually cut mitigation slightly and unbalance PLD and WAR. All tanking jobs need to have similar utility and damage when not tanking so that none are preferred and none are pushed into non-tanking role due to relative ability. This is also part of why Brutal Swing is being changed.
It definitely did seem that way based on his comments about Inner Beast. That will help but not fix the scaling problem alone -- remember that Shield Oath is at least 25% effective healing increase and it scales with all healing. Regardless, the goal should be to push as much scaled healing as possible to limit the effect of content scaling. If Crystal Tower affords any situation where 3 healers are on one tank, then WAR is certain to be hopeless with its reliance on flat healing.
% heals also aren't boosted by +healing bonuses. Doing a mechanic on crit would be possible (e.g. base 20%, additional 10% on ability crit), but I'm not sure what the benefit is except making one stat build preferred over another.
It's still a flat heal that doesn't scale to enemy damage, though. Inner Beast isn't so bad in that it's burst mitigation -- it should (theoretically) at least give you what you need to survive in all but the most extreme of cases. Focusing more on flat healing for continuous mitigation doesn't make much sense. WAR needs more scaled healing.
Steel Cyclone as a threat gen just feels out-of-place. Most of us aren't hurting for enmity, so it generally feels superfluous. Since you're trading Inner Beast, I still think all Wrath abilities need to be defensive in nature. Steel Cyclone could (in theory) be a better choice for AoE situations. At the very least, it should be comparable to Inner Beast (say, 100% of damage absorbed -- need 4 targets before it's advantageous there), but I think a unique mechanic would be preferable (AoE damage debuff, paralysis, silence, whatever).
That's about right -- 1100 is pretty much where you'd be for a Garuda-equipped WAR (assuming 320 strength) after Maim and Storm's Eye.
While it works, you'd have to spam the heck out of it to match as continuous mitigation (compare to Shield Oath, blocking) -- you may take as much as 100% of your HP pool per 5s or so, so if you can only use it every 20s, you're going to run into your max HP as a limiter. As burst mitigation (compare to Rampart, Sentinel), it would help scaling to scale it to enemy damage, but burst mitigation isn't really the problem to begin with.
Yeah, it's terrible. I made the suggestion of removing it from Wrath just as an off-hand sort of comment on the nature of the ability -- it's not really a solution, just a point that it has no place on Wrath if it's not boosting your tanking ability. Like I said, your idea would work, it's just a bit PLD-like.
Shield Swipe now is what Fracture in 1.0 was. Pacification effect from a parry proc, hence the name.
That's because WAR and PLD gear is identical. When you compare all 3 ilvl90 chestpieces, they have the same VIT, STR, and Parry bonuses.
Right now, it ticks all DoTs and has no time limitations. It's entirely based on DPS. Player time limitations don't work well in ARR because various weapons have different autoattack speeds, so there's no reliable interval. You could probably disable DoT ticks from it, but you'd still have multi-target focus if it is scaled to max HP (i.e. per-hit healing) and not damage.
Functionally no different -- flat heal for X amount (scaled to player damage or player health rather than enemy damage). At least amount-healed ones can lose overheal amounts.
I personally view Storm's Path as a lost cause. It's hard to work into a proper rotation -- it has to replace Storm's Eye in a rotation to be used at all, and if any changes are made to Fracture, you'd have one more reason not to use it. I still think Storm's Path may be more about the second MRD job.
It's not about how it scales to the player, it's about scaling to the player at all. When there are two healers on one tank, there is twice as much damage coming to the tank. A PLD's reduction effectively doubles -- 20% of 500 DPS is 100 DPS reduced; 20% of 1000 DPS is 200 DPS reduced. A WAR's reduction doesn't scale with content, so if it's balanced with PLD in single-healer content (in this example, 100 DPS reduced), it's half as effective in two-healer content (still only 100 DPS reduced, or effectively 10%).



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