What OP really wants is Berserker job for MRD.
Heck, I want it as well...
But WAR doesn't need any real fixes (other than maybe longer range for Holmgang.)



What OP really wants is Berserker job for MRD.
Heck, I want it as well...
But WAR doesn't need any real fixes (other than maybe longer range for Holmgang.)

You're asking for us to have a DPS job attached to MRD. I'm ok with that, but any of those changes would be obscene for one JOB to have. One class split to two jobs would be great.

Yes, within the confines of how this game works currently, this is the only logical way to achieve such a thing.
the issue with war is that when oting or dps mode you don't gain wraith meaning to be useful at your job you gotta pop infuriate just to have access to your abilities. it puts them petty far behind when paladin who has access to all its skills all the time.
There is nothing wrong with Berserk, with it's 50% increase in att power compared to blood for blood's 10/30% if DRG wtiha 25% dmg taken increased Berserk is still stronger.
Berserk is 50% at 20 seconds, 5 second pacification with 90 second recast
Blood for Blood 30% 20 second, for that 20 seconds you take 25% more dmg. 80 second recast
If in AOE heavy fights that's a very risky move to use for a 30% increase in dmg for DRG and a 10% for cross class.
Honestly during the pacification phase you can just use that time to spam Flash once or twice to add in bit more hate since you can't attack but you can still use magic.
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I think the issue is you're trying to make War(Tank) both a DD and a tank and that's just not balanced, if you did that then you would have to do the same for PLD. If PLD and WAR could pull off the same DD numbers as other DD and still tank/have a tank form there would be no need for the other battle classes.
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Now rather than say that War should get new abilities, the ones you listed could be for the second job class "Berserker"
(30)Oor Dolg: The opposite of Defiance, grants the same Enrage charges and said charges are used to use other abilities.
For each charge could give a 5% increase in dmg but also 5% increase in dmg taken, so it's a give and take to either keep those charges up and risk taking more dmg or using them for abilities
Change "enmity gain" effect to "increased crit chance"
*Removes the pacification enfeeble from Berserk*
(35)Unburden:Removes the dmg taken penalty for Enrage charges for 30 seconds
(40)Rampage:5-fold attack that leaves you vulnerable, increases dmg taken by 10% for 15 seconds 5x100 potency attack
(45)War Cry (V Enrage) grants AOE dmg increase 10% and AOE weakens target's defense by 10% for 20 seconds (2 min recast)
(50)
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Can't think of a 5th ability but the idea is it's better to consider the second job for marauder rather than develop/alter Warrior to be a pure tank or pure DD. You can use the idea of your abilities to develop a new job that marauder can change into but trying to change the dynamics of war itself would just imbalance the class and make it to powerful.
I play brd, My wife plays Warrior, Only think I would like is being able to see her TP bar.
If I can't have that. Please give Warriors a self TP kick.
3 Min cool down, Next 10-20 seconds no TP cost.
Convalescence does not affect amount healed by HP drain attacks (Bloodbath, Inner Beast).
That's what Infuriated abilites are for. They cost no TP and are subbed in every 6-9 attacks.

first off mook, thank you for seeing the obvious to the whole "just turn off defiance" card. a warrior without defiance is just a marauder that can wear JSE gear and has a slightly higher stat pool. aka pretty terrible in any light.
Paladin can do the same, and still par-parse a warrior.
See above. Taking off defiance, which fuels every single warrior ability, thus making us effectively NOT a warrior, should not be the answer.
Fracture: 360 total potency
Phlebotomize: 330 total potency
i shouldn't need to point out the obvious, that a dragoons 330 potency will deal 2-3 times that of the warriors 360 potency. Also phlebotomize is on a much shorter duration, which makes it possible to use on trash.
not even going to argue bard DOTs. they deal less damage on paper but critical way more often, and proc bloodletter, making them into utility.
its been parsed. the damage difference is so miniscule its sickening.
Last edited by Veronyca; 02-04-2014 at 07:59 AM.
the reason i might speak as if i know everything... its because i think i do, and that's all that matters right? - American populace.
All DOW DOM DOL DOH @ 50 (despite what lodestone says lols)


is it? I thought dots tick every 3 sec. Fracture is 100 initial potency, dot lasts 30s (10 ticks) for 20 potency each. 300 potency.
right?
Both jobs are tanks, they should be doing roughly the same amount of damage whether tanking or DPSing.
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