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.
There is nothing wrong with warrior, our dps output especially in beserk is broken. Have you ever even though bloodbath is pretty bad now, but is not meant to self heal a crap ton, but waited til you have 5 wrath by build up, hit unchained, beserk, bloodbath and used convalescence as a cooldown in big pulls and seen the broken aoe numbers that can come up even with fending accessories, add crafted for the more crit and str and yes broken. Yes beserk needs that pacification as a trade off to the boost, but also as a 5 second rest to regen the tp you just madly went through, but if you have a healer and can coordinate like our static does and calls when pacify will pop up you can insta esuna/leeches it. Even during pacified state you still have options, flash although if u used beserk you should not need to worry about hate or if you can stun a mob, guess what 1 less mob hitting you is a form of a mitigation.Also if you have yet to notice you say paladins are close in terms of dps, how, when we have maim which is a permanent fight or flight with no cooldown, that does not even count beserk, now if you are talking about you losing hate because you think a paladin OT is doing too much damage, no they just have a 1,2,3 enmity debuff combo which is all they really can do. Warrior is just fine, only change should b is that holmgang cant drop you below 20% hp, because it is broken and can much like hallowed by used to build up massive limit break.
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)
turning defiance off isnt simply the solution to all this since you lose 25% of your HP where paladins dont lose anything.. turning on defiance does not heal you for 25% of this HP.. therefore its much riskier swapping tanks with the warrior toggling defiance on and off
also, you lose all your wrath stacks by turning defiance off.. sometimes you need a buffer for aggro (steel cyclone) or buffer for damage (inner beast) when swapping so yea defiance switching isnt always the best answer
It's not the TP cost (even though it's high) that's the real problem. The extra damage from fracture is of questionable benefit. The DoT portion (2/3 of the damage) does not benefit from the Storm's Eye buff, so the potency of the attack isn't as good as you'd think. It also means that you're sacrificing either 100% up time for that Storm's Eye debuff (even more of a penalty with another tank in the group) and/or not using another move that could be adding to your wrath stacks (another 2% crit, access to wrath moves, etc). I rarely use it anymore, even if I have TP to spare.
Oh, AND the TP cost is expensive.
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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