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  1. #1
    Player
    Traek's Avatar
    Join Date
    Nov 2013
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    406
    Character
    Traek Darksoul
    World
    Sargatanas
    Main Class
    Marauder Lv 50

    2.1 Steel Cyclone, Not Enough

    I have seen it posted/mentioned in other threads, and it is my personal thoughts that the Steel Cyclone buff still won't be enough to warrant much use. There hasn't been a topic specifically for it, so I thought I'd open up discussion for my fellow Warriors here.

    Essentially all I'm seeing SC being useful for is what we all know it'd be useful for, which is snap aggroe. However, on any meaningful content, how can we justify blowing a 20% DR for what usually isn't an issue for us. This is not to mention that Overpower is getting a threat buff (this is good for less tp drain), giving less reason to blow SC over Inner Beast. We also get the awkward position of single target DR move on GCD while threat managing the group on GCD. The only time I truly see SC being a useful ability is when Infuriate is up for the start of pulls. SC > Infuriate > Overpower > Inner Beast > etc. is most likely the best case scenario for SC.

    I'd really love to see this move become apart of our AoE rotations. Personally I think choosing between a 20% DR and some extra threat (*usually* not needed, but better then before) is just no contest toward 20% DR.

    Something that would be useful, yet not OP in my mind would be some form of 8 second 10% DR when SC lands on a target. Make this non stackable; overwritten by IB DR. At this point it wouldn't be OP, it wouldn't be abused ST (20% DR obviously better) and Warrior would have somewhat of an answer to no shield on pack pulls. Honestly at that point the enmity change wouldn't be needed, as we could AoE snap aggroe things and get them in line for overpower while not getting pummeled so fast healers take aggroe off.

    Anyways, just my thoughts. I think 2.1 changes will be quite the step in the right direction to bring Warriors on par with PLDs. Thank you Dev team. This is not a QQ thread, nor a *we are still going to suck* thread. Just an issue I think some of us see coming.

    Warriors discuss please.
    (0)

  2. #2
    Player
    Strifin's Avatar
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    Sep 2013
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    47
    Character
    Strifin Everguard
    World
    Hyperion
    Main Class
    Marauder Lv 50
    That will probably happen, but as warriors we dont have to always have the 20% buff up, true you should but dont have too. SC's buff is nice and would help getting mobs attention thats about it. Hey at least we can use our stacks then just sitting on them.
    (2)

  3. #3
    Player
    Traek's Avatar
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    Nov 2013
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    Character
    Traek Darksoul
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Strifin View Post
    That will probably happen, but as warriors we dont have to always have the 20% buff up, true you should but dont have too. SC's buff is nice and would help getting mobs attention thats about it. Hey at least we can use our stacks then just sitting on them.
    Honestly, I thought about it, and even in my optimal scenario given (SC > Infuriate > Overpower > IB > Overpower > etc.) it isn't worth it most of the time. If you are prepared for pickup, and not behind the curb for some reason (drop earlier then expected in T4 coil as example) you'll be better off saving Infuriate for 20% DR back to back. So pickup would just be a Flash > Overpower > IB > Infuriate > Overpower x2 > IB > Overpower > etc. I'm not trying to be argue with you, just thinking out loud. Again, if you are doing progressive raiding, these things do matter and add up.

    Again, I'm thinking toward *meaningful* content, where we aren't 3 tiers overgeared and blowing SC for funzies and damage numbers.

    *EDIT*
    Quote Originally Posted by Vortok View Post
    When doing aoe threat, there's not really time to build wrath stacks back up so the few seconds of 20% DR you'd get from using Inner Beast instead would have less of an impact unless you know everything is about to burst you. The Aevis mobs in Stone Vigil come to mind as an example, with their Lunge ability they all do a few seconds in the fight which can get dangerous with three of them at once. Your other cooldowns will likely be sufficient for situations like that anyways, handle stuff case by case, blah blah blah.

    Just like Overpower, it'll work best with the Bloodbath + Berserk cooldown pairing (I don't see any reason to ever use them separately anyway). Both to generate more threat while dps go wild with aoe and because the self healing (boosted by Berserk) from hitting several things at once (especially as Steel Cyclone hits harder than Overpower) is a form of pseudo DR. It may not heal you to full, but it does slow the rate that your HP drops giving healers an easier time keeping you up. If the stuff you're fighting can be stunned, the new lower cooldown on our stun will also help to lower the incoming damage without decreasing aoe threat output (assuming you don't need to save it to stun something specific on an aoe pull).
    As far as your burst scenario, there isn't a huge amount of predictable burst on a vast majority of *AoE* scenarios. It is the whole point of AoE and picking up multiple low hitting mobs. The challenge comes in the collective damage, and burst mechanics aren't seen much, if at all, because of this. I can't think of anywhere that 20% DR is going to be "less impactful" then a bit of free threat, that won't likely be needed with Overpower threat buff either. Warriors don't generally suffer from these threat issues right now, even with +1 Relics going crazy. Some threat gen is definitely less of an impact then 20% DR, especially when you have to choose between the two for ~20 seconds (unless Infuriate as noted).

    While I won't discredit using Bloodbath to help out healers in AoE scenario, it won't come anywhere near 20% DR. Also my suggested change wouldn't impact this. Even without threat modifiers my change to SC would give more reason to use these CDs together, and further help healing for AoE scenario. I mean no offense when I say this, but the fact you are talking about Stone Vigil and single target stuns on AoE pack pulls (as well as bloodbath being meaningful) leads me to believe we are talking different worlds of tanking.. This is what got WAR in trouble from the start.
    (1)
    Last edited by Traek; 11-27-2013 at 02:49 AM.

  4. #4
    Player
    Strifin's Avatar
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    Sep 2013
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    47
    Character
    Strifin Everguard
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Traek View Post
    snip
    I would like to know as well what fights would be really great for SC too
    (0)

  5. #5
    Player
    Vortok's Avatar
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    Oct 2013
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    189
    Character
    Vortok Mercadia
    World
    Exodus
    Main Class
    Arcanist Lv 50
    It'll entirely depend on the threat modifier, which I expect will at least be as good as Overpower as otherwise it'd just be TP/MP free threat that's otherwise outshined by the low level aoe skills. It's main use will be aoe threat, though I could see some WARs potentially using it on single target for a little bit of burst threat (depending on threat modifier).

    When doing aoe threat, there's not really time to build wrath stacks back up so the few seconds of 20% DR you'd get from using Inner Beast instead would have less of an impact unless you know everything is about to burst you. The Aevis mobs in Stone Vigil come to mind as an example, with their Lunge ability they all do a few seconds in the fight which can get dangerous with three of them at once. Your other cooldowns will likely be sufficient for situations like that anyways, handle stuff case by case, blah blah blah.

    Just like Overpower, it'll work best with the Bloodbath + Berserk cooldown pairing (I don't see any reason to ever use them separately anyway). Both to generate more threat while dps go wild with aoe and because the self healing (boosted by Berserk) from hitting several things at once (especially as Steel Cyclone hits harder than Overpower) is a form of pseudo DR. It may not heal you to full, but it does slow the rate that your HP drops giving healers an easier time keeping you up. If the stuff you're fighting can be stunned, the new lower cooldown on our stun will also help to lower the incoming damage without decreasing aoe threat output (assuming you don't need to save it to stun something specific on an aoe pull).
    (0)
    Last edited by Vortok; 11-27-2013 at 02:33 AM.

  6. #6
    Player
    Calib0s's Avatar
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    Aug 2013
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    84
    Character
    Sieglinde Volsungar
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I agree that adding bonus enmity to SC, while certainly better than nothing, still isn't enough to make it a very compelling button to push. I'll likely use it in the same situations I do now, which is basically for a laugh in easy four-man content.

    I'd like to see it changed to heal for 50% of damage dealt, and grant 7% DR per target hit (max 20%) for 6 seconds, effectively becoming an Inner Beast substitute against 3+ targets.

    I'd also love to have a way to consistently build Wrath in an AoE situation, but I guess the point of the additional Overpower threat is to allow us time to get some combos off in between rather than just spam it. Since they didn't release any particular numbers, I'll have to actually play around with the 2.1 changes before I can really have an opinion on it.
    (1)
    Last edited by Calib0s; 11-27-2013 at 02:43 AM.

  7. #7
    Player
    Phreak's Avatar
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    Sep 2013
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    208
    Character
    Colin Chulainn
    World
    Cactuar
    Main Class
    Blacksmith Lv 50
    I think for SC to ever see real use it would need some sort of damage management buff/debuff that increases in benefit the more mobs it hits, scaling so when you hit say 4+ mobs it outshines Inner Beast's DR.

    EDIT:
    Steel Cyclone
    Delivers an attack with a potency of 200 to all nearby enemies and reduces damage taken by 5% for 2 seconds, reduce damage taken by an additional 5% (up to 15%) and increase duration by 2 (up to 8) seconds for each enemy hit beyond the first. Ignores the 35% damage penalty inflicted by Defiance. Can only be executed when Infuriated. All Wrath is lost when used. Additional Effect: Increased Enmity.

    (A)
    Overpower
    Delivers an attack with a potency of 120 to all enemies in a cone before you. 50% chance to grant Wrath when used with Defiance. Chance to grant Wrath is increased by 5% for each enemy hit beyond the first up to an additional 20%. Duration: 30s.
    Additional Effect: Increased enmity.

    OR

    (B)
    Overpower
    Delivers an attack with a potency of 120 to all enemies in a cone before you. 15% Chance your next Steel Cyclone can be executed without being Infuriated. Duration: 10s.
    Additional Effect: Increased enmity.

    The stacking buff for Steel Cyclone would have a cap. Totals would come out to 20% DR and 10s Duration.

    Overpower would have a 70% chance on use to grant Wrath @ 5+ enemies.

    This would probably be the easiest way to balance the 2 albeit it's a little wordy and follows the same plain DR buff.

    Please don't take these % as fact, it's just an idea. Giving it a base % and a % on mob hit gives them 2 sides to balance this ability from.
    (6)
    Last edited by Phreak; 11-28-2013 at 11:17 AM. Reason: Adjusted chance % on OP proc to be more in line with 8 GCD wrath generation

  8. #8
    Player
    mythicrose's Avatar
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    Aug 2013
    Location
    Gridania
    Posts
    480
    Character
    Mythic Rose
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Phreak View Post

    EDIT:
    reduce damage taken by an additional 5% and increase duration by 2 seconds for each additional enemy hit.
    While it may not be breaking for endgame raids, your proposed additonal 5% defense and 2 second length per mob would be almost too powerful for 4 man content. As an expample warrior in WP could pull to the first bug "ambush", hit SC and approach a 100% damage reduction for nearly 30 seconds (sorry can't remember exactly how many bugs spawn there). The effect would still be going as the next next two groups could be easily pulled within that time frame. I'm not saying your idea is bad, but the added conditional would be too good for the small man stuff.

    Quote Originally Posted by Phreak View Post
    That's why in later posted we added in a cap to it's benefit, ill edit my first post.
    I must've missed that post. Found it. Definately would need to cap it, though.

    Quote Originally Posted by Naelle View Post
    Bring back the heal on critical and the stun. The only thing broken about 1.0 cyclone was the damage.
    I would like that, too.
    (0)
    Last edited by mythicrose; 11-27-2013 at 05:07 AM.
    Error 3102 Survivor

  9. #9
    Player
    Phreak's Avatar
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    Sep 2013
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    208
    Character
    Colin Chulainn
    World
    Cactuar
    Main Class
    Blacksmith Lv 50
    Quote Originally Posted by mythicrose View Post
    While it may not be breaking for endgame raids, your proposed additonal 5% defense and 2 second length per mob would be almost too powerful for 4 man content. As an expample warrior in WP could pull to the first bug "ambush", hit SC and approach a 100% damage reduction for nearly 30 seconds (sorry can't remember exactly how many bugs spawn there). The effect would still be going as the next next two groups could be easily pulled within that time frame. I'm not saying your idea is bad, but the added conditional would be too good for the small man stuff.
    That's why in later posts we added in a cap to it's benefit, ill edit my first post.
    (0)
    Last edited by Phreak; 11-27-2013 at 05:17 AM. Reason: spelling

  10. #10
    Player
    LunaChild's Avatar
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    Mar 2011
    Posts
    216
    Character
    Belmont Blanc
    World
    Masamune
    Main Class
    Warrior Lv 90
    I like this idea
    Quote Originally Posted by Phreak View Post
    Overpower
    Delivers an attack with a potency of 120 to all enemies in a cone before you. 20% Chance your next Steel Cyclone can be executed without being Infuriated. Duration: 10s.
    Additional Effect: Increased Enmity
    and perhaps modify SC like this
    Steel Cyclone
    Delivers an attack with a potency of 150 to all nearby enemies. Ignores the 35% damage penalty inflicted by Defiance. Can only be executed when Infuriated. Consume all Wrath when used.
    Additional Effect: Increase potency by 20 for each Wrath consumed. Increased Enmity.
    (0)

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