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  1. #641
    Player
    Phreak's Avatar
    Join Date
    Sep 2013
    Posts
    208
    Character
    Colin Chulainn
    World
    Cactuar
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by Crimess View Post
    I feel like WAR need some reduced cool downs too, some of them are just a bit ridiculous to me (this is why we are getting 2.1 for WAR) YOU FREAKING PALAS ARE FINE OMG!!.
    Way to over react. Just because when you stand next to a PLD you look like a turd doesn't mean PLD are 100% fine. There are plenty of QoL and tweaks both WARs AND PLDs could use after 2.1.

    2.1 is the step in the right direction but a lot of the classes have abilities that are undertuned/overtuned/lackluster/clunky. Steel Cyclone or Shield Swipe for example.
    (6)
    Last edited by Phreak; 11-28-2013 at 03:30 AM. Reason: Redundancy

  2. #642
    Player
    Gandora's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    267
    Character
    Cerulean Knight
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Phreak View Post
    Way to over react. Just because when you stand next to a PLD you look like a turd doesn't mean PLD are 100% fine. There are plenty of QoL and tweaks both WARs AND PLDs could use after 2.1.

    2.1 is the step in the right direction but a lot of the classes have abilities that are undertuned/overtuned/lackluster/clunky. Steel Cyclone or Shield Swipe for example.
    He's got a point tho. Compared to us the PLDs are fine when it come to Coil or Speed Runs, for us its more difficult.
    (0)

  3. #643
    Player
    Anuri's Avatar
    Join Date
    Oct 2013
    Posts
    31
    Character
    Anuri Meow
    World
    Louisoix
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Phreak View Post
    ......

    2.1 is the step in the right direction but a lot of the classes have abilities that are undertuned/overtuned/lackluster/clunky. Steel Cyclone or Shield Swipe for example.
    How can u dare to say Steel Cyclone is useless? sometimes, i use "Defiance > Infuriated > Steel Cyclone" in cities to make newcomers think "woah..did u saw that? - warrior is so nice"

    very useful in my eyes!
    (4)

  4. #644
    Player
    KongmingXIV's Avatar
    Join Date
    Aug 2013
    Posts
    3
    Character
    Zhuge Liang
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    o read it wrong, ignore post lol
    (0)
    Last edited by KongmingXIV; 12-02-2013 at 08:57 AM.

  5. 11-29-2013 07:52 AM
    Reason
    wrong place

  6. #645
    Player
    PhantomX's Avatar
    Join Date
    Aug 2013
    Location
    Lima Lominsa
    Posts
    14
    Character
    Phantom Killerx
    World
    Goblin
    Main Class
    Marauder Lv 50
    i wouldnt say that. because right now it's pretty clear that PLD can out tank the WAR.this will put the WAR on the same tanking scale as PLD at least thats what im hoping for. there hasnt been a dungeon or primal or anything that i couldnt tank (im a WAR) BUT it's clear that people would rather have a paladin they will however settle for a WAR. these changes will make it so that people wont have to settle for a WAR but make it so that people looking for a tank can be happy with a WAR or a PLD.
    (0)
    ~even if the morrow is barren of promises, nothing shall forestall my return~



  7. #646
    Player
    GamerX's Avatar
    Join Date
    Nov 2013
    Posts
    9
    Character
    Musou Tennin
    World
    Tonberry
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Crimess View Post
    I always roll T2 with a paladin and bard and they deal with the rotation I just Tank/DPS the crap out of the ads.
    You just said it yourself, basically you're very very optional there. No offence... you're just a lucky one to have a group accepting you.

    Coil can be cleared easily with 2 paladins. However, I doubt it can be cleared as easy with 2 warriors... not even in 2.1. Not until warriors get silence or you've got multiple bards.

    If I have two paladins, why should I bring a warrior instead? Just name me ONE reason.

    No complex science and maths, this is how I view the current problem:



    How to make it into the ideal state? Just some examples:

    Give paladin stun while giving warrior silence or vice versa. (e.g. change Brutal Swing effect to silence and remove Spirits Within silence effect)
    Give paladin blind while giving warrior slow or vice versa. (e.g. add a battle cry effect that slows all nearby enemies as counter to Enhanced Flash)
    ... etc.

    To me, this is how to balance things up
    (3)
    Last edited by GamerX; 11-29-2013 at 02:23 PM.

  8. #647
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Very good points. Although I think they would do better by just making the current skillset equally important. Have both stun and silence mechanics. Increase the debuff resistance so you have to rotate both.
    (0)

  9. #648
    Player
    Warthain's Avatar
    Join Date
    Sep 2013
    Posts
    90
    Character
    Ahnya Warthain
    World
    Phoenix
    Main Class
    Lancer Lv 50
    all i have to say is, making both classes look the same, by having the same or similar abilities is stupid, these changes dont reflect the style in which the warrior was meant to be played originally... these changes are not well thought out and are just an easy way out to balance the warrior instead of having to really think about proper solutions


    paladins vs warriors in 2.1:

    hallowed ground vs holmgang both characters are immortal for its duration
    rampart (20% dmg reduction) vs inner beast (20% dmg redution)
    sentinel (40% dmg redution) vs vengeance (30% dmg redution)

    basically every tool the paladin had has been thrown to the warrior aswell... why dont we ask for sword oath aswell while we are at it, and a silence and a pacification effect

    keep asking for these kind of stuff and youlll be sure to kill the diversity in the character playstyles... every class should feel different, unique, SE isnt going in the right direction, and the community is to blame on this.
    (0)

  10. #649
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    How is Inner beast activated currently? Get 5 stacks. Use it.
    How is inner beast activated after? Get 5 stacks. Use it.

    Yeah...the play styles are soooo similar.
    (0)

  11. #650
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Quote Originally Posted by Warthain View Post
    hallowed ground vs holmgang both characters are immortal for its duration
    Hallowed Ground is so much better than Holmgang that its not even funny.

    Hallowed Ground:
    - damage reduction is always in effect as soon as the ability is activated.
    - in the worse case scenario, at the end of Hallowed Ground, the PLD will have the same HP he started with before Hallowed Ground was initiated (well, not really, since they would have a tick or two of regen).
    - any healing received while Hallowed Ground is active will persist throughout the effect.

    Holmgang:
    - damage reduction only kicks in when character HP is at 1. Before that it grants no damage reduction whatsoever.
    - in the worse case scenario, at the end of Holmgang, the MRD/WAR will be left at 1 HP.
    - healing received while Holmgang is active may be lost if the mob keeps hitting you.

    These differences are all very important points that people ignore. While with Hallowed Ground you're guaranteed to get damage reduction as long as the mob is hitting you, in the case of Holmgang its not only possible, but indeed very likely, that the damage reduction effect will never kick in. Holmgang is likely to see more use from its draw-in effect than from its "immortality" effect.

    Honestly, I'm very skeptical that Holmgang will have much use after 2.1 hits. They'd have to change Holmgang to something like "HP cannot drop below 20%" or whatever value that doesn't let you get instantly gipped once the effect ends for it to even be comparable to Hallowed Ground.
    (1)
    Last edited by Gilthas; 11-30-2013 at 12:08 PM.

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