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Thread: WAR 4.0

  1. #51
    Player

    Join Date
    Jul 2011
    Posts
    644
    yeah having 8 cds to for force wrath stacks would be too much awesome i think XD. it can be a weakness if you feed your cd for this wrath stacks when you can't afford. it's not realy a weakness in this case but a epic fail from the player feeding himslef with needed CD.
    (0)
    Last edited by kensatsu; 01-23-2016 at 04:22 AM.

  2. #52
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    302
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    That's not a weakness of the job though, it's a player being bad. That's like saying blood for blood is a weakness because the player can't survive a ground aoe with it up. The skill is a strength, using it badly isn't a weakness just stupidity.
    (0)

  3. #53
    Player

    Join Date
    Jul 2011
    Posts
    644
    he was joking but yep it's not a weakness at all,
    if we are joking, i should ask a healer stance for the war at 4.0 XD.
    (0)

  4. #54
    Player
    Yosho's Avatar
    Join Date
    Sep 2012
    Posts
    55
    Character
    Yosho Demonshout
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Wishful thinking would like to see the return of mighty strikes from 1.0.
    (2)
    [ WAR/DRK/PLD/NIN/BRD/WHM/MNK/BLM ]

  5. #55
    Player
    MPNZ's Avatar
    Join Date
    Sep 2013
    Posts
    691
    Character
    Nephie Elz
    World
    Lamia
    Main Class
    Archer Lv 90
    Ok, so from everything that I've read: would lowering the self-healing potency for war, and allowing the other tanking classes to contribute equally to the party DPS be sufficient in dealing with some or all of what is seen as being "broken"?

    Also, why does everyone want the crossbars/hotbars to be even more cluttered than they are by adding more and more skills? Just how is that supposed to help instead of just being more of a distraction to players? Seriously, everything is a total mess enough as it is. The only new abilities they really need to give are passives, simple additions to certain skills, and maybe a new limit break for each class for levels 61-70.
    (1)

  6. #56
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Yosho View Post
    Wishful thinking would like to see the return of mighty strikes from 1.0.
    I hardly played 1.0 past the opening CS, but if it's like Mighty Strikes from FFXI( every hit is critical for x seconds) We kind of already have that by comboing Deliverance 5 stacks+Internal Release. Not that I wouldn't enjoy a guaranteed crit window, hence my like xD
    (0)

  7. #57
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Iagainsti View Post
    I hardly played 1.0 past the opening CS, but if it's like Mighty Strikes from FFXI( every hit is critical for x seconds) We kind of already have that by comboing Deliverance 5 stacks+Internal Release. Not that I wouldn't enjoy a guaranteed crit window, hence my like xD
    I didn't play 1.0 either, but while we're on the new trend of mirrored skills for defiance and deliverance, just make raw intuition give 100% parry in defiance and 100% Crit in deliverance.

    heheheehehhee
    (2)

  8. #58
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Izsha View Post
    I didn't play 1.0 either, but while we're on the new trend of mirrored skills for defiance and deliverance, just make raw intuition give 100% parry in defiance and 100% Crit in deliverance.

    heheheehehhee
    Love it, popping RI for a wrath stack AND 100% Crit xD #WARRIORSMASH
    (0)

  9. #59
    Player
    VaddixKrieg's Avatar
    Join Date
    Dec 2015
    Posts
    11
    Character
    Vaddix Krieg
    World
    Exodus
    Main Class
    Warrior Lv 60
    Give war a dps lb while in deliverance called "Super Fell Cleave" that just kills everything. Not just the boss...but everything.
    (0)

  10. #60
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by MPNZ View Post
    Ok, so from everything that I've read: would lowering the self-healing potency for war, and allowing the other tanking classes to contribute equally to the party DPS be sufficient in dealing with some or all of what is seen as being "broken"?
    "Broken" is harsh. "Unbalanced" is more appropriate. Every other group of jobs in a given role in this game tends to follow a consistent trend. As utility rises, dps drops, and vice versa. For example; NIN - high utility, lower dps DRG - mid utility, mid dps MNK - high dps lower utility, and so on.

    With tanks WAR has highest DPS, highest utility, and interestingly seems to survive in the absence of external healing longer than the other tanks, thanks to Equilibrium being on a 60s CD, Bloodbath lasting 30s in conjunction with Berserk, and being able to cross class SW, making it a fundamentally better tank even without its personal DPS or utility. It doesn't have any meaningful weaknesses that facilitate raid/party synergy. It doesn't have anything that needs to be covered for it. Its an island unto itself.

    And if you just "bring all the other tanks up to WARs level" (an often parroted response that I don't think anyone has actually thought out to a reasonable or realistic conclusion, they just say it because they don't want any WAR nerfs no matter how slight they are, such as a minor recast time increase on a cooldown), then you just shift the imbalance from being between WAR and the other tanks to being between all tanks and the other jobs, which all have readily definable strengths and weaknesses and are well-designed in the context of being part of a greater whole (a party or raid group) whereas WAR is "well-designed" in the context of being a 1-man army that insists not upon being part of a whole, but being THE whole.
    (2)

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