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  1. #11
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Since WAR needs a skill comparable to Hollowed ground, I'd say they should change unchained and
    - make it our lvl 50 job skill (infuriate would be the lvl 45 one) and during 10s we stay in constant infuriate state meaning we'd have access to all Wrath skills for free. In a boss fight, we'd be able to spam 4 IB in row and in a speedrun large pull, we'd throw Bloodbath and spam Steel Cyclone to selfheal.
    - give a 5 min cooldown and a pacification effect that prevents us from building wrath for 10s. We can use it more often that PLD's Hallowed but we won't have access to the 15% heal bonus or IB for 10 sec (too long?).

    I would love such skill, I find it fits the WAR design so nicely and emphasizes our "offensive tank" style. It's still not as good defensively as Hallowed since you can still get 1-2 shot to death.
    but there's
    (1)

  2. #12
    Player
    Zoomie's Avatar
    Join Date
    Sep 2013
    Posts
    491
    Character
    Zoomie Vi
    World
    Brynhildr
    Main Class
    Culinarian Lv 50
    Quote Originally Posted by Hanabira View Post
    Hollowed ground is a 10 second god mode and thats ok? sure his change shouldnt ABSORB the damage, but 5 seconds of invincibility every once in a while would not be op. the problem would be putting a very long cooldown on an AE move.
    5s of invincibility is fine. 5s of invincibility every THREE MINUTES, as the OP suggested, is not. That's multiple uses per boss encounter... you could use it a couple times on turn 1, 3-4 times on turn 2, twice on turn 4...

    I never said that 5s of invincibility is bad. I simply stated that 5s of invincibility on top of hp absord AND a 3min CD is silly. This has nothing to do with hallowed or the duration of the suggested skill.
    (0)
    Last edited by Zoomie; 11-16-2013 at 04:58 AM.

  3. #13
    Player ReiszRie's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    386
    Character
    Reisz Rie
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Zoomie View Post
    This is a NON-OP option? LMAO

    So you want half a hallowed ground every time you 5 wrath steel cyclone? Heck, its better than half a hallowed as you end the 5s at full HP without any attention from healers, lol. This will completely trivialize any encounter with predictable damage.
    In short, he wants WARs to have drastically increased survivability whilst keeping or even increasing their DPS potential, high Max HP.

    And he calls this non-OP lol
    (0)

  4. #14
    Player
    Dlewis1986's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Raging Bull
    World
    Balmung
    Main Class
    Marauder Lv 50
    wariors just imo need to focus on damage and healing with a possibility on adding emit on heals. I wouldn't mind being a regin tank
    (0)

  5. #15
    Player
    SpinOff's Avatar
    Join Date
    Nov 2013
    Posts
    10
    Character
    Spin Off
    World
    Adamantoise
    Main Class
    Marauder Lv 50
    I wouldn't want them to put all the suggestions into affect. One or two would be ideal, 3 at most.
    (0)

  6. #16
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Inner beast provides at HP shield vs healing. No overhealing, can now be spammed.
    (0)

  7. #17
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    An idea I always had about Mercy Stroke (though a cross-class ability) is that instead of the current skill where a killing hit will net the HP return, make it so that the conditions to activate are the same (under 20% HP) but the attack puts a debuff on the enemy for say, 5-10 seconds and if the enemy is killed with the debuff on you get the HP return.

    Would make it a lot less stringent while keeping it in line with the original idea of the skill.
    (0)

  8. #18
    Player
    Irenae's Avatar
    Join Date
    Nov 2013
    Posts
    38
    Character
    Burnhilde Valkyrie
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    Rather than that, can steel cyclone become like a second Sturmwind like from FFXI. I really miss that Sturmwind.
    (0)

  9. #19
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Steel Cyclone: this used to be like our bread and butter back in the day, now its pointless use of wrath, to make it more useful/engaging change it to the following options:

    2 wrath stack: 150-200 aoe dmg like it is right now with an enmity modifier (our version of flash so to speak)
    3 wrath stack: 200 aoe dmg with +5% crit or a parry % increase
    4 wrath stack: 250 aoe dmg with a 50%-75%? heal according to dmg
    5 wrath stack: 250-300 aoe dmg & -20% dmg taken for a duration or a parry % increase

    Just a random idea and it may take some tweaks and/or reverse the orders or w/e but at least this way theres more options according to situation and steel cyclone is useful.

    --------------------------
    Unchained buffs
    Slightly off topic but what if using Unchained adds something unique(while keeping the remove dmg reduction of defiance) to each ability? Something like:

    Under Unchained
    Butchers Block: increase crit by 5% for a short duration?
    Storms Eye: a 25% slashing reduce instead of 10%
    Inner Beast: Adds the shield everyone's talking about
    Steel Cyclone: AoE Stun added
    Fracture: Paralyze
    Brutal Swing: True stun that stuns 100% on ALL enemies no resist bullshit, would be sort of the same as PLD's silence move
    Berserk: 35% attack increase or more! , removes the pacification (i really hate the pacification) and a 30 sec duration
    Storms Path: (idk better self heal i guess?)
    Bloodbath: 50-75%? self heal
    Thrill of Battle: 30%? or keep the 20% heal and add a 20% shield or w/e
    Mercy Stroke: the 20% heals you now instead of at killshot or a 20% shield
    Maim: maybe add a slightly longer duration or 25% buff
    Overpower: Adds wrath?
    Holmgang: 100% bind on all enemies, would be very good to bind a boss at a critical moment (talking about real bosses like in coil, not WP/AK bosses)
    lolForesight: the parry+ % i keep asking about :P (Foresight should have parry % increase anyways like in 1.0 AND THE NAME MAKES SENSE FOR IT)
    (0)
    Last edited by Darthvoltrius; 11-17-2013 at 11:33 PM.

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