Page 1 of 2 1 2 LastLast
Results 1 to 10 of 20
  1. #1
    Player
    Hekmatyar-Koko's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    50
    Character
    Koko Flashfoot
    World
    Phoenix
    Main Class
    Marauder Lv 50

    Warrior Abilitiy - Red Mist

    Healing/Mitigation wise WAR already has a great concept that just needs to be improved upon. Self-overhealing mitigation is the way to go I think.

    Allow ALL self imposed healing (except potions) to create a pool of additional HP in the form of a buff. All incoming damage passes through this first before making the pass through SS and Adloq. Do not allow SS/Adloq to take this additional health into consideration when being applied.

    Something like Red Mist would be an appropriate title. This can be an additional benefit of Defiance.

    Other abilities should stay/change as follows.

    Bloodbath - it is fine as it is. Yes it may not look like a lot at first, but 25% over 30s does add up, and for AoE tanking is actually viable (especially coupled with vengeance).

    Storm's Path - Maybe change this to 100%, considering the fact you are using this skill instead of increasing enmity or increasing damage output - I feel that 100% isn't overpowered.
    (3)

  2. #2
    Player
    Hekmatyar-Koko's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    50
    Character
    Koko Flashfoot
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Thrill of Battle - Allow the increased HP after the 10s to add to Red Mist. (Perhaps add an additional 20% damage reduction by and on user whilst active - to bring it closer to Hallowed Ground)

    Defiance - All critical hits whilst in Defiance heal 50% of damage dealt and can add to Red Mist.

    Holmgang - Whilst target is Bound all incoming damage taken by target is critical (and if this is considered too OP, perhaps 50% chance of all actions on user being critical)

    New Abilities

    Blood of Thine Enemies - Duration 15s, Recast 90-120s. Allows all over kill damage on foes you are holding enmity on to heal/add to Red Mist (by anyone, be it tank, healer or DPS)
    (0)

  3. #3
    Player
    Hekmatyar-Koko's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    50
    Character
    Koko Flashfoot
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Ancestral Rage - Duration 30s, Recast 180s. Allows a stacking of an additional 5 wrath, and therefore increases the potency of any wrath consuming ability proportional to the wrath stacks available. Upon excecuting, AR will increase current wrath by one stack. Infuriate still only increases wrath by 5. (Not only does this increase the potency of wrath related skills, but it also increases the potency of incoming healing)

    Also, is there a reason why I have seen people write extremely long posts, where mine are limited to 1000 characters?
    (0)

  4. #4
    Player
    JeTaisNoobie's Avatar
    Join Date
    Oct 2013
    Posts
    202
    Character
    Eborel Kreuz
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Just edit your original Post, this is a work around for the initial 1000 character limit
    (0)

  5. #5
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Actually the Red Mist idea would work very well.

    The design concept behind Warrior's "mitigation" is that they "undo" damage by healing themselves after being hit. However this does not work well in endgame content when you have someone madly spamming heals on you.
    By changing these healing attacks into a Stoneskin-like absorb, a Warrior's mitigation is no longer rendered obsolete by the simple presence of a dedicated healer. This also makes "healing" attacks more viable, because you would never have to worry about it being "wasted"...
    A PLD never thinks "Oh, I shouldnt pop Sentinel cause it might be wasted"... no we just pop Sentinel and keep on chugging along. With this passive ability, it would become the same-ish thing for WAR, where if you feel that you'd benefit from basically "per-emptively undoing" some damage at this moment... well then you can just go do that.
    (0)
    Last edited by Kenji1134; 11-16-2013 at 10:46 AM.

  6. #6
    Player
    Steeled's Avatar
    Join Date
    Jun 2013
    Posts
    662
    Character
    Conchobar Pridwen
    World
    Ultros
    Main Class
    Gladiator Lv 50
    In my opinion-Merge Storm's Eye and Storm's Path and change the vacated ability slot to a provoke, simply because every tank should have one. Take provoke off the list of abils war can have and put Rampart or Sentinel on the list.
    (2)
    Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
    /macroicon "Shield Lob"
    /ac "Shield Lob" <t>
    /marking attack1 <t>

    Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars

  7. #7
    Player

    Join Date
    Dec 2012
    Posts
    1,132
    Honestly, while this might fix overhealing, it still doesn't fix that Warrior self-healing sounds pretty subpar and not enough for effective damage mitigation.

    When you look at Paladin, you see that they have a lot of "nice" debuffs that they can apply with their attacks and that helps with damage mitigation. Warrior's get Stun on a longer timer (but this one has already been confirmed to be looked into) and Holmgang that can be used to avoid attacks but I hear most (all?) endgame bosses resist this.

    And lets not even go into how Paladin defensive cooldowns are a world apart from what Warrior's get.

    Warrior overhealing really sounds like the least of a Warrior's problems.
    (0)

  8. #8
    Player
    Tzukuma's Avatar
    Join Date
    Oct 2013
    Posts
    32
    Character
    Tzukuma Lieu
    World
    Malboro
    Main Class
    Marauder Lv 50
    adding an overheal/shield mechanic takes away from the warrior class. it makes inner beast and other self heals just another part of the rotation. rather than reacting to a huge hit with an appropriately timed IB, you'll simply be hitting it over and over again whenever its up to mitigate some damage. this sort of thing just makes us more and more like PLD, something that we dont want.
    (0)

  9. #9
    Player
    Steeled's Avatar
    Join Date
    Jun 2013
    Posts
    662
    Character
    Conchobar Pridwen
    World
    Ultros
    Main Class
    Gladiator Lv 50
    Not really. Say a shield-IB worked on the same exact formula, non-crit, my IBs (without CD's) do about 1100, the most effective time to use it would still be when you expect a big hit. You wouldn't make it part of the rotation because constantly losing wrath would do more against your survivability than for it.
    (0)
    Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
    /macroicon "Shield Lob"
    /ac "Shield Lob" <t>
    /marking attack1 <t>

    Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars

  10. #10
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Tzukuma View Post
    adding an overheal/shield mechanic takes away from the warrior class. it makes inner beast and other self heals just another part of the rotation. rather than reacting to a huge hit with an appropriately timed IB, you'll simply be hitting it over and over again whenever its up to mitigate some damage. this sort of thing just makes us more and more like PLD, something that we dont want.
    Because being effective throughout content, rather than needing a band aid patch every time is what we don't want.
    (0)

Page 1 of 2 1 2 LastLast