

Jobs can't and should never be balanced around mediocre players and performance. It needs to be balanced around perfect execution of the class.@Surian, my worry, from a White Mage perspective, is that we'll be curing the Warrior with a constant 20% more enmity. If there are two Warrior tanks, group heals generate a bit more too. I imagine the Defiance enmity boost was increased to compensate for this.
Here's hoping for adjustments to other classes/jobs too.
And I still think it will "easier" for most people to heal the average Paladin than it will be to heal the average Warrior. A Warrior will need to time their mitigation based off of Infuriate/IB and the possibly enmity loss from using Storm's Path.
A Paladin, for better in efficiency or worse for variety, gets to continuallu use their enmity generation combo which comes with a physical damage debuff.
Doesn't work that way. Jobs will never be balanced around the best players/execution possible, because so few people can achieve that. It has been and will always be balanced around the average.

I feel like it'll be worth bringing both tanks now, they compliment each other really well.

Now this IS good news, really looking forward to the patch.
"till sea swallows all"
I don't like the Inner Beast Changes!, this changes the warrior to become more like paladin, many dmg migration.
Inner beast was fine before! (perharps make it heals 350% dmg) that's what makes the warrior class fun to play! inner beast was the oh-shit-move!-to-go-to for us , and now you want it to become just another boring rotation? no thanks
everything else was good.

@ Fiosha_Maureiba
Healing increase modifiers like Wrath/Convelescence do not increase your threat generated. All you really need to worry is not overhealing by too much as Overhealing does 5 times more even if it was this increase was counted.
You wouldn't need to worry about healing a Warrior with this change as they have a rotation flow now rather than just hold it rotation on live.
@Tirion
I do say that with this current setup a party would want a Warrior Tank along with a Paladin tank. Halone and SP debuff should stack I suppose. Whether who is to MT and who is to ST depends on the encounter. As we all know currently this change will favor Warrior for Twintania, ADS and pretty much any bosses. You cannot look SP vs Block, SP is suppose to be the answer to RoH. Whereas Inner Beast is the answer towards Block and Rampart.
@Xenopi
Making Inner Beast 300% 400% 1000% damage doesnt mean anything, because as harder content is released things which hit harder appear your DMG : HP ratio will fall out again. This change is of more farsighted. And it doesn't break PvP when they implement it.


These changes are ridiculous... Why give wars damage mitigation? That's not how they tank. This has completely overpowered WAR. When I heard changes to WAR were coming I was expecting stuff like increased effectiveness of bloodbath and maybe a Stoneskin effect as strong as hp absorbed by inner beast. You know, stuff that made WAR tank the way it tanks... Instead they've gone and made WAR a PLD with a giant axe that deals more damage, gets equal damage mitigation, absorbs hp, gets healing bonuses and lots of AoE hate!
These adjustments are outrageous!

@ Gamemako
I'd pray to the gods of RnG, Lags, and Pure Skill if I manage to land one Mercy Stroke on a Clockwerk Bug/Soldier/Knight/Dreadnaught or Spinner. An execute skill needs to feel like an execute, 200 potency is too low, even if you put it at 1000 potency landing that shit for the 20% Max HP heal is just way too hard... Heck sometimes my Chocobo gets last hit over my Mercy Stroke, but well maybe if it was 1000 potency then probably I wouldn't miss... Probably...
Yeah I do agree that some people will just get a MRD in to Storm Path but then at the end of the day you still need a 2nd tank. And the warrior only has Inner Beast and Defiance as a winning card. Dreadnaughts don't really kill you except when they do the auto swing + skill. Sadly Warriors still can't ST post snake phase in Twintania with the stun changes.
Even with 40s CD on Mercy stroke you will see at most 2-3 Mercy Stroke on a boss before it is dead...

I think they should just scrap Foresight and make Thrill of Battle learnable at level 2, and the trait at 14. I would rather they implement Rampage from version 1.0 at the now Thrill of Battle levels, and make it stack my parry chance on it up to 5 stacks, maybe like 2% chance of parry every stack and heal 2% max hp on crit for crit synergy on wrath. The ToB trait now needs to be for Rampage to double the health healed to 4% max hp.
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