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  1. #1
    Player
    Devils's Avatar
    Join Date
    Nov 2013
    Posts
    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50

    WAR changes update?

    So the 2 jobs I like to play are both in for some changes in 2.1 I main BRD and WAR. Both are 50 and I am spending my Phil on my BRD(or was until I heard about "nerf") and my Myth on WAR.

    My main question is does anyone know when they will be announcing the changes to WAR? Will we here before 2.1 or will it be info given at launch?

    I can tell you that is they take away the BRD's mobility then I will just mothball that, that is the best part about the job IMO. I have BLM to 40 and I will just 50 with hit to have a ranged DD.

    My hope is that they buff WAR to make it hang with PLD more endgame. I can even feel the effects when running WP SR's (not true endgame I know). I have to watch the weight of my pulls or I just get chewed up to fast for the healer to keep up or if there heals are OP then they rip hate off me before I can establish hate on the whole pack. I am running DL/AF2 and Relic to do so and it pisses me off to no end how PLD's can accomplish that with using DL/AK gear.........

    I take my BRD to coil as I am too afraid to take my WAR and get raped, even with my gear it is kind of hard to tank HM Titan and I hear Coil tanking is even more difficult.

    EDIT: Just wanted to add the cahnges coming in 2.1 as they were annouced on the first post to save people having to go to the 3rd page to find it

    Marauder Changes
    Brutal Swing
    - Recast time will be reduced from 30 to 20 seconds, increasing the frequency with which players can stun foes.
    Overpower
    - Enmity generated by this skill has been increased.
    Storm's Eye
    - TP cost will be reduced from 70 to 60.
    Storm's Path
    - TP cost will be reduced from 90 to 60.
    - This skill will also reduce damage dealt by enemies for a period of time.
    Holmgang
    - Range will be increased from 3 yalms to 6, to make the skill more effective.
    - This skill will now pull enemies toward your character.
    - When using this skill, a player's HP cannot be reduced lower than 1.
    - The animation for this skill will be revised. (See screenshot above)
    Vengeance
    - This skill will also reduce damage taken by 30%.
    Mercy Stroke
    - Recast time will be reduced from 60 to 40 seconds, improving ease of use.
    Thrill of Battle
    - Effect duration will be extended from 10 to 20 seconds.

    Warrior Changes
    Defiance
    - Enmity generated by this skill will be increased.
    - This skill will also increase HP recovery via curing magic by 20%.
    Wrath
    - The improved healing effect granted by Wrath will be removed. Instead, the improved healing effect will be granted by Defiance.
    Inner Beast
    - Due to overall balance changes, HP absorbed by damage dealt will be reduced from 300% to 100%
    - Damage taken will be reduced by 20% for 6 seconds.
    Steel Cyclone
    - This skill will generate increased enmity.
    Unchained
    - Recast time will be reduced from 180 to 120 seconds, improving ease of use.
    The main focus of these changes—as the seasoned warriors among you have already observed— was Inner Beast and its HP absorption effect. With these changes, warriors will no longer be dependent on a single skill to recover HP, and have overall improved defense.

    To put it simply, we want to ensure the role of warriors as durable tanks. This is why we've also adjusted the effects of Wrath and Defiance. As currently implemented, warriors are forced to lose their healing bonus when using certain skills. However, these changes will allow players to use their warrior skills without sacrificing improved healing, and also maintain the critical hit bonus of Wrath.

    Although warrior will no longer recover immense amounts of HP in a single use of Inner Beast, these changes should improve the overall defensive capability of warriors and the ability to heal them using a support class or job.

    Patch 2.1 may seem a long way off, but please understand that we have to test these balance changes not only in encounters to be introduced in the upcoming patch, but all existing encounters as well.
    (Please refer to a previous post for details on why we cannot break up patch 2.1)
    While I regret having to keep you waiting, I am confident these changes, along with the numerous additions we have planned for patch 2.1, will be well worth your patience.
    (0)
    Last edited by Devils; 11-21-2013 at 01:08 AM.

  2. #2
    Player
    WellGramarye's Avatar
    Join Date
    Oct 2013
    Location
    U'ldah
    Posts
    320
    Character
    Lumei Asuran
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    (0)

  3. #3
    Player
    Devils's Avatar
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    Nov 2013
    Posts
    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    So we are assuming that they will address all the changes there?
    (0)

  4. #4
    Player
    Vactus's Avatar
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    Aug 2013
    Location
    Limsa Lominsa
    Posts
    341
    Character
    Vactus Serakai
    World
    Faerie
    Main Class
    Marauder Lv 50
    With your gear, you should easily be able to tank Titan and at least the first two turns of Coil. If you can't then either you have bad healers or you need to figure out what you're doing wrong. They may or may not address the changes at that particular live letter. It's not listed so it's possible we won't find out the changes until 2.1 actually drops. Which I believe is smart. Let people know now and people will find more reasons to whine and cry.
    (0)

  5. #5
    Player
    Devils's Avatar
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    Nov 2013
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    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    Well I know how to tank, even with over 7k HP sometimes a strong table flip and a crit after takes me down. Other than that I am fine with hate and healing through the rest. Just sucks to see a lower geared PLD tnaking it much easier than my AF2 WAR.
    (0)

  6. #6
    Player
    Devils's Avatar
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    Nov 2013
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    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    After reading this I am dying for more info, they literally only talked about 3 changes when they are contemplating up to 7?

    A:
    Warrior
    We're hearing a lot of talk saying that warrior is weak compared to paladin, but there are a couple of points I'd like to go over, so I'll go over them one by one.

    First, I'd like to talk about the boss monsters in the Binding Coil of Bahamut Turn 1 and 4. We designed them so that even tanks could not withstand their attacks when they have buffs stacked; however, at the moment only paladin is able to survive through a method we had not thought of. Our original vision for this was that players would clear these encounters by properly removing enemy buffs or kill them all before it got to the point where they would one-shot players.

    Since this is content that has already been released and strategies have already been established, we won't be making adjustments to these encounters. Instead we'll be looking into making adjustments to warrior so they can withstand this like paladin is able to.

    Next is the matter of warrior's stun. Unlike the paladin's stun, which is tied to the global cooldown, warrior can use stun at any time, which helps maintain stacks of wrath. However, there are times when you need to use stun consecutively, or the timing is difficult due to its activation time. Because of this, it would seem that players have a negative impression of warrior's stun. We'll be making adjustments in patch 2.1 so that warrior's stun is more useful, which should help address the disparity between warrior and paladin.

    There's also the matter of Wrath and the use of Inner Beast. I believe that a lot of players are using Inner Beast to self-cure when taking a large amount of damage, but after becoming infuriated with five stacks of Wrath, players receive a 15% curing bonus, so instead of using Inner Beast right after taking heavy damage, I think it would be better to wait for heals from a white mage or scholar.

    In addition to the curing bonus, Wrath has other benefits as well. For example, while Paladin certainly has high vitality and HP, we've worked to balance them with Warriors based on the amount of damage they take and the amount of HP they're healed for. However, we've made these adjustments bearing in mind that warriors have Wrath active. This is what makes the job difficult to use effectively. Using Inner Beast spends all stacks of Wrath, which makes it difficult to use Inner Beast right after a combo, and then build the stacks back up with the following combo. With that said, from a healer's perspective, although warriors can heal themselves right after taking heavy damage, once they use Inner Beast they don't heal themselves well, giving the impression that they lack defense.

    These are a few of the factors contributing to the problems we've seen with warrior. While we'd like you all to continue experimenting with uses for Wrath up until patch 2.1, we feel effective use of this skill is a bit difficult, so we'll be making adjustments in patch 2.1. There are several other aspects of the job that will be adjusted, but rest assured that warrior will become stronger come December.
    (0)

  7. #7
    Player ReiszRie's Avatar
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    Aug 2013
    Location
    Ul'dah
    Posts
    386
    Character
    Reisz Rie
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Devils View Post
    After reading this I am dying for more info, they literally only talked about 3 changes when they are contemplating up to 7?
    What they're saying is that players are playing WARs wrongly thus giving the impression that WARs are gimped.
    (1)

  8. #8
    Player
    Devils's Avatar
    Join Date
    Nov 2013
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    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by ReiszRie View Post
    What they're saying is that players are playing WARs wrongly thus giving the impression that WARs are gimped.
    Guess I didn't get that impression. I know lots of WAR's will use their wrath stacks when they shouldn't. I pretty much just hold on to mine until I need an emergency heal from IB then just use infuriate to get them back. I haven't really experienced anything yet worth losing the 5 stacks over on a regular basis. Which based off what Yoshi said below it sounds like I am doing it right.

    There's also the matter of Wrath and the use of Inner Beast. I believe that a lot of players are using Inner Beast to self-cure when taking a large amount of damage, but after becoming infuriated with five stacks of Wrath, players receive a 15% curing bonus, so instead of using Inner Beast right after taking heavy damage, I think it would be better to wait for heals from a white mage or scholar.
    I personally think they will making some big adjustments to how wrath works and what we use it for based on this:
    These are a few of the factors contributing to the problems we've seen with warrior. While we'd like you all to continue experimenting with uses for Wrath up until patch 2.1, we feel effective use of this skill is a bit difficult, so we'll be making adjustments in patch 2.1. There are several other aspects of the job that will be adjusted, but rest assured that warrior will become stronger come December
    I can't think of an instance in any MMo where self healing on this type of scale worked out. The closest would be Dark Knight from WOW but there was pretty much constant self heals and a blood shield for overhealing. Nice when you knew something was coming and just pop a big hit for the shield and ride it out.......
    (0)

  9. #9
    Player
    Kitru's Avatar
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    Sep 2013
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    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Devils View Post
    I can't think of an instance in any MMo where self healing on this type of scale worked out. The closest would be Dark Knight from WOW but there was pretty much constant self heals and a blood shield for overhealing. Nice when you knew something was coming and just pop a big hit for the shield and ride it out.......
    The reason that self healing worked/works on Death Knight is because it *scales with incoming damage*. The problem with 99% of self healing mechanisms is that they don't. The biggest problem with self-healing as a major mitigation mechanism is that it *doesn't*. Of course, DK is more of an absorb shield tank since you use Death Strike more for the absorb shield it generates that's way bigger than the heal itself; DK ends up being less of a self healing tank than an absorb shield tank with a bit of healing on the side, which solves the other major problem with self healing as mitigation: it's reactive, which makes you liable to fall over dead to the increasingly popular burst damage mechanisms that content.
    (4)

  10. #10
    Player
    Devils's Avatar
    Join Date
    Nov 2013
    Posts
    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kitru View Post
    The reason that self healing worked/works on Death Knight is because it *scales with incoming damage*. The problem with 99% of self healing mechanisms is that they don't. The biggest problem with self-healing as a major mitigation mechanism is that it *doesn't*. Of course, DK is more of an absorb shield tank since you use Death Strike more for the absorb shield it generates that's way bigger than the heal itself; DK ends up being less of a self healing tank than an absorb shield tank with a bit of healing on the side, which solves the other major problem with self healing as mitigation: it's reactive, which makes you liable to fall over dead to the increasingly popular burst damage mechanisms that content.
    Well put, I wish they would just move us to an absorb based tank. I personally LVOED the play style of DK.
    (1)

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