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  1. #1
    Player
    TaneshimaPopura's Avatar
    Join Date
    Nov 2013
    Posts
    463
    Character
    Taneshima Popura
    World
    Carbuncle
    Main Class
    Marauder Lv 50
    @Kitru

    The only time where I'd do more than BB > SE is when I need to split threat between 2 targets. For example Turn 4 Soldier and Knights, then again you can always do Skull Sunder (Soldier) > BB (Knight) > Heavy Swing (Soldier) > Maim (Soldier) > Storm Eye (Knight) ... etc... Against single target encounters, there is zero chance a DPS will catch up at all. Probably happening if you are those full Vitality accessories tanks, but with Relic + 0 I'm already full 40% ahead of tanks, 20% ahead if the OT is crafted Accessories equipped in Sword Oath/ No Defiance.

    When threat is no longer an issue, and mitigation is already sufficiently safe. I can assure you this EVERY hardcore endgame tank look towards DPS. Maybe not so much so for FF14 being that there is only soft enrage and one hard enrage.

    With the lead on threat as Paladin I have the freedom to choose to Shield Swipe for more DPS. Whereas as Warrior if you have threat lead you Fracture for more DPS. And shit does start falling, Paladin can hard cast Stoneskin whereas Warrior.... well lets say they stand there and be ornamental-ly pretty for the impending dirt nap.
    (0)
    Last edited by TaneshimaPopura; 11-16-2013 at 07:56 PM.

  2. #2
    Player
    Warthain's Avatar
    Join Date
    Sep 2013
    Posts
    90
    Character
    Ahnya Warthain
    World
    Phoenix
    Main Class
    Lancer Lv 50
    remove damage debuff from defiance more damage dealt = more self healing, increase its healing increase to 4% per stack now 20% over the current 15%, make unchained a non wrath based ability that gives 50% increased inner beast healing on next usage CD 1 minute, Increase Storm paths healing to 150% of damage inflicted and make the regular duration of blood bath 30 seconds, and the passive increase its healing to 50% of all damage done... Change steel cyclone to have a 35%hp drain per target hit instead of the old bonus. There now warrior is fixed and no major changes needed, it put me in awe how a class made to heal on damage done, actually gets its damage lowered by defiance, doesnt that kill its own mechanic?

    while your at it, make our brutal swing cooldown 15 seconds so we are more in line to the paladin stun, make same change to paladin and put it off global cooldown aswell... both classes will appreciate it i bet, since sometimes paladins miss the stun since its on GCD from other abilities.

    now to recap on what warriors would gain from this change:

    no more damage reduction from defiance = 25% more damage and self healing
    +25% self healing from bloodbath
    +100% self healing from Storm path
    +50% more healing from Inner beast on demand with a Long Cooldown (this will be your big Single target heal)
    +35% heal per target hit With steel cyclone (this will be your aoe Self heal for those pesky groups of trash mobs the more around you the more you heal)
    (1)
    Last edited by Warthain; 11-16-2013 at 09:19 PM.

  3. #3
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Warthain View Post
    now to recap on what warriors would gain from this change:
    It wouldn't fix anything. The WAR problem isn't that self-healing isn't high enough, which is all you're changing. The problem is that self healing doesn't scale with incoming damage, so it's awesome in 4 man content and terrible in 8 man content. On top of that, the WAR CD suite is *absolutely terrible* and increasing Bloodbath's healing doesn't really do much for WAR especially since you're also making it better for PLD.

    Furthermore, Defiance has the damage penalty on it because it is a *tank stance*. It increases your survivability at the cost of damage. Considering how little healing you actually get from Bloodbath and Storm's Path (and how little you would continue to get with them even with your changes), the loss of self healing from Defiance is negligible (Inner Beast and Steel Cyclone both already ignore the damage penalty from Defiance). If it didn't have the damage penalty, unless you remove the high enmity attribute from it as well, it would give WAR massive enmity and damage advantages over PLD and, given that those are the most balanced parts of the tank classes, you're simply screwing things up more. Also, if there is no drawback to Defiance and there is no other stance to enter, it just becomes a stance you have active at all times; what is the point of even having it? At that point, it would make more sense for Defiance to just become a passive attribute of WARs and then replace it with an ability that actually provides an option rather than a trait masquerading as a ability.

    Basically, your changes would make WAR insanely good for 4 man content, which WAR is already plenty good for, and still utterly horrible at 8 man content. They're poorly thought out and completely ignorant of what WAR's problems *actually* are.
    (1)

  4. #4
    Player
    Warthain's Avatar
    Join Date
    Sep 2013
    Posts
    90
    Character
    Ahnya Warthain
    World
    Phoenix
    Main Class
    Lancer Lv 50
    not thought out you say, but both classes should feel completly different, paladin is a defensive tank focused on defence, while warrior is an offensive tank focused on dealing damage and recovering hp from it, both tanks are nothing alike and should not even be on same scale of damage, warriors should be doing damage near dragoon and pugilist damage levels, all i did was improve its damage and self healing from its damage abilities which are or should be the main aspects of this class, i give him more self healing to recover from spikes, and improved bloodbath enough to make it at least provide better numbers from each hit which isnt bad and will add up fast, paladin would only see the bloodbath improve to 30 secs still at 25% drain, normal inner beast already does around 2.5k healing when properly chained with healing buffs. With my buff it would push it over 3.5k heal on demand, thats a lot and will be extremely usefull to recover fast from stuff like death sentence on coil turn 5.
    (0)
    Last edited by Warthain; 11-17-2013 at 04:29 AM.

  5. #5
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Warthain View Post
    warriors should be doing damage near dragoon and pugilist damage levels
    As soon as you said that, you lost *all* credibility.
    (1)

  6. #6
    Player
    Warthain's Avatar
    Join Date
    Sep 2013
    Posts
    90
    Character
    Ahnya Warthain
    World
    Phoenix
    Main Class
    Lancer Lv 50
    a dragoon in a perfect combo setup with full DL and relic+1 crits mobs in Ak for 950-1100 dmg... my warrior with defiance turned off and berserking can crit up to 750-850 dmg with just garuda weapon and full DL, we already see similar dmg to Dps classes more so if i actually get relic +1 on him aswell, so my credibility stands, youre the one that doesnt know what warriors can do on live servers right now.
    (0)

  7. #7
    Player
    Warthain's Avatar
    Join Date
    Sep 2013
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    90
    Character
    Ahnya Warthain
    World
    Phoenix
    Main Class
    Lancer Lv 50
    maybe is hould go back to school, but i never talked about dps, i justed wanted big numbers for bigger drains which will give them better sustain and spike recovery, but after seeing your sugestion of a red mage i dont know why im even answering you anymore, has your clearly cant build classes let alone balance them out... and you cant improve mitigation on warrior because their not supposed to mitigate, thats the paladin job, dmg redution through mitigation, warriors are supposed to drain hp from damage dealt in order get back up from spikes, at least my balance fixes improve that one aspect while staying true to the class.
    (0)

  8. #8
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Warthain View Post
    and you cant improve mitigation on warrior because their not supposed to mitigate, thats the paladin job, dmg redution through mitigation, warriors are supposed to drain hp from damage dealt in order get back up from spikes
    Because, you know, it's not like they get anything like the ability to parry, Foresight, high defense, Convalescence, or Featherfoot, which are all mitigation mechanisms rather than self-healing mechanisms. WARs are not built *entirely* around self healing and increasing their self heals does not make them better tanks. Relying too much on self healing and reactive mitigation mechanisms makes you a monumental liability, which isn't what you want in a tank. Damage not taken is better than damage healed.
    (0)

  9. #9
    Player
    Anuri's Avatar
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    Oct 2013
    Posts
    31
    Character
    Anuri Meow
    World
    Louisoix
    Main Class
    Warrior Lv 80
    increase healing of "Storm's Path" to 200%
    increase healing via curing magic to 10% for every stack of Wrath
    increase healing of "Inner Beast" to 500%

    add 300% healing to "Vengeance" buff
    add 75% increased healing to "Bloodshower"

    "Mercy Stroke" always heal 20% on hit.


    that would be good, i guess
    (0)

  10. #10
    Player
    Hulk_Smash's Avatar
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    Oct 2013
    Location
    Limsa
    Posts
    90
    Character
    Axe Erudite
    World
    Faerie
    Main Class
    Dark Knight Lv 70
    In a few ways, I kinda called it with the OP. Parry was the only thing not implemented
    (0)

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