Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 57
  1. #1
    Player
    Sargon's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    68
    Character
    Genhan Qato
    World
    Moogle
    Main Class
    Samurai Lv 65

    2.1 WAR PVE First impression

    After a few dungeons, here are my first impression on 2.1 WAR.
    First the good things :
    • Defiance & Warth : this change makes a LOT of sense, I can now use my warth and still taking the full benefits of incoming heals. Also enimity is now a piece of cake to build.
      • Unchained anger : because of defiance change, this skill goes from gadget to a nice reliable dps buff. This is also an indirect buff to bloodbath.
    • Vengeance : it's now our most important CD, -30% incoming damage reduction. A must!
    • Brutal swing : more stun is always welcome.
    • Storm's eye, Storm's path : thanks to the enimity buff and the cost of these skills being reduced, these skills can be used more often, greatly increasing the war overall efficiency. Storm's path damage reduction can always be up it's a great addition.
    • Overpower : this new animation is godsent
    Then what didn't impress me :

    • Steel cyclone : I'd rather have an aoe damage debuff than enimity increase. To me unchained anger+overpowerS is way better, but I may have missed something...
    • Thrill of battle : it's still a weak defensive CD, basically a heal+ a small buff to stoneskin.
    • Inner beast : the heal is now below average. The damage reduction, while welcome, is a bit quick to wear off, meaning it must be perfectly timed to be usefull.Plus it's useless when you're not tanking, making it work as a debuff on target would have help us get a spot in raid groups.
    Lastly :
    • Holmlang : didn't really test it, but it's a cool gadget, the change must be a nice addition.
    My toughts :
    A lot of wonderful changes making us more solid tank with even more damage output. To me WAR had an edge over PLD in 4men dungeons /speed runs, and it's even more true now.

    But I'm pretty sure we're NOT on par with PLD when it comes to damage mitigation, we're missing at least a BIG defensive CD insted of weaklings like Inner beast & Thrill of battle.
    There is still no room in raid for offtanks. Regarding raids (Titan HM+, coil) we're at best a second choice.
    (0)

  2. #2
    Player
    JeTaisNoobie's Avatar
    Join Date
    Oct 2013
    Posts
    202
    Character
    Eborel Kreuz
    World
    Tonberry
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Sargon View Post
    After a few dungeons, here are my first impression on 2.1 WAR.[*]Inner beast : the heal is now below average. The damage reduction, while welcome, is a bit quick to wear off, meaning it must be perfectly timed to be usefull.Plus it's useless when you're not tanking, making it work as a debuff on target would have help us get a spot in raid groups.
    If you're not tanking, although it's true that it would be nicer if it could be a debuff on target, however, you could think of it as means of extra damage burst. Having too many conditions in a single skill would make my head hurt.
    I feel we wouldn't have to worry about spots in raids anymore, considering how having a duplicate of a certain class would cause slower gain in terms of LB levels 2 and 3.
    (0)

  3. #3
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Rampart = Inner beast
    Sentinel = Vengeance + Storm's path (stretching it there I know)
    Trhill of battle= No paladin equivalent
    Holmgang = Hallowed Ground
    Bulwark = No WAR equivalent


    They're quite even now.
    (0)

  4. #4
    Player
    Sargon's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    68
    Character
    Genhan Qato
    World
    Moogle
    Main Class
    Samurai Lv 65
    I respectfully disagree for Holmgang = Hallowed ground, and this is why I say we're still lacking a big defensive CD.
    At best, is some very specific cases, Holmgang can be 60% of Hallowed ground. Plus it cannot be used on stuff targeting you, and most of the times not when it matters (incoming mountain buster, caduceus with too many stacks, ...).
    (0)

  5. #5
    Player
    DarpaChief's Avatar
    Join Date
    Oct 2011
    Posts
    31
    Character
    Musketeer Aramis
    World
    Moogle
    Main Class
    Gladiator Lv 50
    Wouldn't say that WAR are missing a big defensive CD. Vengeance's 30% is pretty big - Could be timed with IB for really big hits if for some reason that 30% isn't enough (unlikely).

    Problem with making IB a debuff is that you could apply it to 1 enemy at a time. Any time where you have more than 1 monster attacking you, this is far worse. Plus you already need to keep SE/SP debuffs on enemy.

    WAR still has more of an active feel to it while PLD is still easier to play well. Overall i'd say they are balanced. I feel that my WAR is a much better off-tank that my pld, who provides little utility when not taking damage, (probably only RoH).

    I agree that holmgang =/= hallowed ground for the most part, but considering it's use was just to provide a way for WARs to avoid death, I think it's working fine. My main issue with Holmgang is that it binds you and you can't avoid certain moves but still take full damage from them. Unless I actually would have died, Holmgang is a hindrance. It's more risk, less reward than HG.

    I think if WARs had all the mitigation tools that PLD have, then WAR would have to lose some of its signature moves to compensate.
    (0)
    Last edited by DarpaChief; 12-18-2013 at 08:09 PM.

  6. #6
    Player
    Nalou's Avatar
    Join Date
    Sep 2013
    Posts
    124
    Character
    Oulan Bator
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sargon View Post
    I respectfully disagree for Holmgang = Hallowed ground, and this is why I say we're still lacking a big defensive CD.
    At best, is some very specific cases, Holmgang can be 60% of Hallowed ground. Plus it cannot be used on stuff targeting you, and most of the times not when it matters (incoming mountain buster, caduceus with too many stacks, ...).
    I popped Holmgang for fun when my party wiped near the end of Ultima, with all cannons shooting me.
    It was quite funny to see all these 500ish damage hits appearing on the screen and not dying.
    I think it can be really usefull if used properly.

    It's not mitigation, it's more like an ultimate chance to pop benediction or healer LB3.
    (0)

  7. #7
    Player
    Skold's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    37
    Character
    Veenare Darkwraith
    World
    Jenova
    Main Class
    Paladin Lv 70
    Just so you all know Holmgang is resisted by every boss in Coil and is essentially useless. It's not even close to a hallowed ground sub.
    (2)

  8. #8
    Player
    KokuRyuha's Avatar
    Join Date
    Nov 2013
    Posts
    13
    Character
    Koku Ryuha
    World
    Cerberus
    Main Class
    Marauder Lv 50
    it's resisted, but you still get the skill effect of immortality, so it's not useless
    (3)

  9. #9
    Player
    Wizhard's Avatar
    Join Date
    Sep 2013
    Posts
    239
    Character
    Wizhard Felfury
    World
    Cerberus
    Main Class
    Paladin Lv 70
    I would gladly change any of my cooldowns for warriors inner beast. Even without the heal.
    (0)

  10. #10
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72
    Quote Originally Posted by DarpaChief View Post
    my pld, who provides little utility when not taking damage, (probably only RoH).
    I know this is a little off topic, but I couldn't find that less true. I DO have WAR and PLD, and I have taken them both to Coil. If you are comparing an idle WAR to an idle PLD during a boss fight, WAR is going to contribute by adding a decent chunk of DPS, whereas PLD's main input will be in defense (Stone Skin, Cover, Stun, Silence, etc). They are different advantages, but if you are just doing RoH on the boss while not actively tanking anything you are missing a lot of opportunity to help your healers out.
    (1)

Page 1 of 6 1 2 3 ... LastLast