2.1 brought some much needed adjustments to WAR, but as always there could still be some more tweaks to balance this class and change some of the frustrations any WAR feels playing it.
This is just a bit of a discussion on the stuff I feel are deserving of the most attention for WAR's.
I. Holmgang
This I know has been discussed numerous times before, but this is one of the most confused skills in the game. It tries to be a defensive cool down, and at the same time tries to be a threat/positional management skill; yet it fails on all accounts. As far as being used to grab an enemy, it's range is so limited that it's only possible application is to grab an enemy who is about to turn and run after a healer/ranged and give you 2 GCD to get threat back.
It's main use seems to be as a defensive cooldown to keep you alive through something that would otherwise kill you. The main issue I have with this is it's rather weak in this regard. It's effects of immortality only last a mere 6 seconds, so it's timing needs to be JUST right to effectively be used, but given the server side lag this can easily cause problems.
I think a fair comparison of this ability is with PLD's Hollowed Ground. Both of which serve as "Oh s***" moment abilities to keep you alive through otherwise deadly situations. However Hollowed Ground is clearly the victor here in terms of usefulness. In fact often times in endgame progression a typical thing I hear is "At this point pop Hollowed Ground", due to it giving your healers 10 seconds to top off the tank using it, or 10 seconds to ignore them and heal everyone else.
Solutions
I think there are 2 routes this ability can go.
1. Go full defensive cooldown an d drop the bind/pull in
To do this change the effect of the immortality from 6 seconds to 10-15 seconds. Some might say this is too powerful, but keep in mind PLD get 10 seconds of NO damage, while all this would do is extend the time you can't die, however you WILL take damage and if you don't get enough heals you'll die immediately following Holmgang dropping.
-Another side option for this is change it to 10 seconds and include on the buff a mitigating factor. Making it so that the closer you are to death, the more damage reduction you get. The idea behind this being that you'll have a certain threshold that healers can keep you at while they scramble to keep you up.
2. Become a full on threat/positional management skill
Double the range of the pull in effect at least, so that we can more easily grab enemies. This would be immensely useful for caster mobs who don't like to easily move, and would be useful for enemies that spawn further away and allow us to not abandon the boss causing it to change positioning and potentially screwing up the damage potential of melee. They might also want to consider a little bit of a threat buff on this so that the drawn in enemy also gets a little bit of threat on them.
II. Inner Beast
The changes did help out giving WAR a DR, however it took away the healing mitigation feel of WAR. In some ways this feels like it was meant to be a nerf for 4 man and solo content.
There's 2 ways I could see this ability handled to adjust it a bit.
1. Revamp it to heal better
This would fit in line with WAR as a healing tank, mitigating the damage it takes through recovering health. Of course the way IB was wasn't enough for endgame content some some adjustments would need to be done.
-Increase healing potency to 200-300% of attack dealt.
300% might be a bit much, but at least 200% would help make this an ability that can functionally make the WAR able to recover some health.
-Add an over shield.
Make it so that any healing it would do beyond your max health, will instead act like a shield similar to SCH's adloquium. So that way overhealing isn't wasted on WAR and can be done to prevent damage as much as recover it.
-Add an additional effect to defiance.
One issue for healing vs straight DR was that in endgame DR scales better. One way to circumvent this I think would have an effect on defiance that would automatically add a stack of wrath for every X amount of damage received and can't occur more than once in Y seconds. Just as an example we'll say 10k damage will give you a new stack and this can only happen once every 6-10 seconds. In low man content you won't be hit as hard so the effects of this won't be quite as potent, however in EX and coil you can see this adding to your wrath stacks and allowing you to use IB more often. Simply put the idea behind this change would be take more damage = more chances to heal back damage.
2. Take IB off GCD
The main issue I have with IB currently is that it's clearly designed to be used before a big attack to get that 20% DR, which would be fine, but it's a GCD ability meaning timing it becomes more difficult than an off GCD ability. It results in a lot of awkward standing there not using an attack and lowering the overall performance that you bring by not generating threat, doing damage, or refreshing debuffs while anticipating an attack. Sure it's maybe just a wasted second here or there, but in a long fight it adds up, and all the while it's a performance issue no one else is faced with. It's clunky and takes away from the gameplay.
III. Foresight
This is widely regarded as a rather pointless cooldown. I've heard that it amounts to about a 7% DR at best. It seems to just be a spam every chance it's up sort of skill just to give you a small decrease in damage taken.
This is an ability I admit I don't have very good ideas on buffing it to make it useful, but not over powered. My biggest suggestion though would be to include a trait for MRD that extends the defense increase to magic defense as well, as it only adds to your physical defense currently; making it pointless for a number of fights or caster mobs. Also potentially increasing the % defense it enhances as well to make it a more potent cooldown.
IV. Changing it's subclass to LNC from PGL
This is probably the biggest change I could argue for the job. The reasoning behind this being that the LNC cross class skills better complement WAR than PGL does. Looking over PGL abilities they don't seem very useful compared to LNC.
PGL Cross class
-Featherfoot
Increased evasion is useful, but there is a little bit of an RNG component here without any other evasion on the WAR.
-Internal Release
Useful because it helps add to the WAR's already increased crit from wrath stacks as well as being only on a 60 second timer.
-Haymaker
I don't find this very useful, many enemies ignore slow and it's on GCD so it means less stacks of wrath to be built up and less damage from higher potency attacks.
-Mantra
5% healing only, kind of a joke and other abilities are far more useful.
-Second Wind
Even with berserk popped the amount of healing I get from this is rather low. It's also on a rather long timer.
LNC Cross class
(I'm only including the abilities that I think are the useful ones from this that over shadow the PGL cross class)
-Keen Flurry
40% more parry with an already high parry would make this a useful consistent cooldown for lowering damage a WAR takes. It would be comparable to PLD's Bulwark. And I think is far more useful than Featherfoot.
-Invigorate
Incredibly useful as WAR can drain their TP fast if they use a little too much overpower or fracture spam. It also provides WAR, the only job without any resource recovery, a means to recover their resources.
-Lifesurge
While not a cross class skill, it could potentially be changed to be cross class for WAR. It fits in quite well with the concept of WAR as a healing mitigation tank. It might not be as useful as the above 2 skills, but still provides options.
In general LNC would add more to WAR than PGL does. PGL feels more like extra abilities to use whenever, while LNC seems to add abilities that would have more strategic importance.