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  1. #11
    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)

  2. #12
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    I'll use Inner Beast in a jam to try and stay alive if the healer falls. But I prefer stacking Unchained, Berserk, Bloodbath, and Maim. Haven't unlocked Infuriate yet, but I could see myself using that stack, then Infuriate + IB.

    Interested to see how the 2.1 patch addresses the defensive issues
    (0)

  3. #13
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by whiskeybravo View Post
    I'll use Inner Beast in a jam to try and stay alive if the healer falls. But I prefer stacking Unchained, Berserk, Bloodbath, and Maim. Haven't unlocked Infuriate yet, but I could see myself using that stack, then Infuriate + IB.

    Interested to see how the 2.1 patch addresses the defensive issues
    When you're getting slammed in the face in the coil such strategies will never work. You still have to hit with your usual attacks to get healing from Bloodbath, and that will take many turns of the GCB before you see a decent amount of combined healing. When Caduceus is ripping your HP pool to shreds this strategy would do absolutely nothing to keep you alive when your healer goes down. Dropping Berserk + Bloodbath + IB for a 1500+ heal then infuriating and doing yet another 1500+ heal is considerably more effective in a fraction of the time. Even that isn't enough to help me fight against Caduceus for more than a few attacks. Honestly though I rarely use berserk in that setup because I'd rather use berserk after the Infuriate+IB to get 1 stack of wrath back instantly.
    (0)
    Last edited by Tiggy; 11-20-2013 at 05:22 AM. Reason: Limit Break

  4. #14
    Player
    Zakalwe's Avatar
    Join Date
    Aug 2013
    Posts
    431
    Character
    Lapsed Pacifist
    World
    Adamantoise
    Main Class
    Botanist Lv 51
    Quote Originally Posted by Devils View Post
    [snip] 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 Warden in LotRO also comes to mind. Wardens (soon to be disfigured beyond recognition) have been medium armoured, lower-hp, self-healing, self-buffing tanks using a unique 'gambit' method for launching skills (not through clickies). The class has worked pretty well but it has had the same problems of other self-healing tanks.

    Self heals didn't scale with damage, so with every cap rise the class had to be carefully rebalanced. And even so it was always careening from ghod-like OP to broken. And even when it was gotten about right it would be excessively powerful in small group content but a little weak in tougher raid content -- relative to the standard mitigation sword and board tank known as the Guardian.
    (0)
    Last edited by Zakalwe; 11-20-2013 at 06:07 AM.

  5. #15
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Well I haven't got there yet with either WHM or WAR, so I'll worry about that strategy when I do finally get there lol.. I guess I mainly meant for burst damage during a boss fight, I'll use IB while waiting for Unchained timer to reset. But from a WHM perspective Warriors take way more damage then Paladins. I just didn't know all that when I started XD
    (0)

  6. #16
    Player
    Devils's Avatar
    Join Date
    Nov 2013
    Posts
    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    They really just need to make IB spammable and cost 1 wrath stack and work like Death Strike for a heal and a blood shield type thing. Have like another Combo of Heavy Swing--->Inner Beast to increase IB potency and heal/absorb shield. So if you use IB without the combo it is just a heal, use with combo and it heals/shield. So then we are working to keep wrath stacks up and also relatively reliably healing ourselves. I think the potency of the IB heal would have to be lower to get the balance right but at least it would be fun to play and more competitive with PLD
    (0)

  7. #17
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Devils View Post
    They really just need to make IB spammable and cost 1 wrath stack and work like Death Strike for a heal and a blood shield type thing. Have like another Combo of Heavy Swing--->Inner Beast to increase IB potency and heal/absorb shield.
    They should make Infuriate give 15 sec (5 GCD at least) where all wrath skills cost 1 wrath and over self-heals are stored as shield (). That would be a good WAR equivalent to Hallowed Ground. oh and make it a 5 min CD.
    Still won't scale with incoming damage but will mitigate one of the key imbalance with PLD while staying true to the WAR design.

    Then few tweaks here and there (25% heal bonus in defiance, 20% damage reduce trait on Foresight, higher % self heal in general and 1.0 Steel cyclone) and we'd be pretty competitive with PLD while keeping our offensive tank identity.
    Would love to do 10+ mobs pull in WP and just spam berserk, bloodbath and Steel Cyclone x 5!!!
    (0)

  8. #18
    Player
    Devils's Avatar
    Join Date
    Nov 2013
    Posts
    39
    Character
    Devils Advocate
    World
    Balmung
    Main Class
    Marauder Lv 50
    I know, it is hard to pull a large pack due to the initial damage we tank with a large pack. What was Steel Cyclone in 1.0? I never got that high.
    (0)

  9. #19
    Player
    Dlewis1986's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Raging Bull
    World
    Balmung
    Main Class
    Marauder Lv 50
    just imo we need to become pary tanks and have an move that we can use on each parry that can be used as a major self heal in essence the same thing that shield swipe is but healing
    (0)

  10. #20
    Player
    Genesiser's Avatar
    Join Date
    Aug 2013
    Posts
    115
    Character
    Flig Neldajoa
    World
    Goblin
    Main Class
    Blacksmith Lv 50
    Just in case you didn't see the changes that the dev guy posted in the other thread. http://forum.square-enix.com/ffxiv/t...pecting/page14

    Planned Changes to Warrior in Patch 2.1
    Producer and director Yoshi-P here.

    I understand that all our warriors out there are eager to know what patch 2.1 has in store for them. While we’re still in the testing stages, I’d like to give you a preview of what we have planned. Please keep in mind that warrior is still being tested in all encounters available in 2.1, and the following information is subject to change.



    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 Genesiser; 11-20-2013 at 11:09 PM.

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