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  1. #1
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90

    Warrior 4.0 Concerns

    I know people are happy with their Fell Cleave meta but I'm going to ask you to put down the Fell Cleave glasses.

    One of my major concerns is how inflexible is the class in 4.0, you can't freely make stance dance without being punished heavily, so you have to spend every Gauge point available before you switch and you can't even pre-cast infuriate in order to make a more aggressive headstart and make good use of Schirk to help the MT to have the upperhand in Agro.

    Also there is a huge problem in the dmg rotation, after watching some videos and discussing with other WARs our rotation will end basically in:

    4 FCs in Berserk
    6 FCs + 1 Upheaval in Released Berserk
    1 Upheaval in between Berserks, maybe 2

    (continue)
    (2)

  2. #2
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    No space for anything else, the dmg loss in case you need to change stances is really high, while the other 2 tanks has no penalties in their dmg kit doing a stance dance. Have to point out that vengeance and raw intuition are not generating resource anymore so you can't force all in during berserk windows or use it to fix a gauge miss management so reinforcing the stuck up feeling with this rotation.

    And to end my concerns Onslaught.

    Upheaval is 300 potency for 20 gauge
    Onslaught is also 20 gauge for only 150 potency, if it's less than 300, why would anyone use it? Mobility? When Sprint is unlimited now? It doesn't make sense, very niche since it needs a target, so if the encounter has no adds or the boss simply decides to make a transition out of map you simply killed the skill right there
    (4)

  3. #3
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Also sorry for any grammar mistake english is not my first language.
    (0)

  4. #4
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    Yeah. I'm disappointed by onslaught. I've wanted a gap closer for my warrior for the longest time, but costing 20 rage really is a kill joy.

    To top it off, infuriate doesn't work out of battle so there's no way to just freely charge.

    Just make it cost tp. Not every new skill needs to cost rage.

    Get rid of the damage even or increase the cooldown. I don't care. Just get rid of the rage cost.
    (6)

  5. #5
    Player
    Sweetgrass's Avatar
    Join Date
    May 2016
    Posts
    81
    Character
    Elated Moogle'maestro
    World
    Jenova
    Main Class
    White Mage Lv 74
    I wish we had a use for Infuriate's trait as well, I'm not sure how it'll be possibly used, as outside of Berserk, that gauge just isn't going to be used as effectively as with a Berserk FC. Maybe someone will crunch more numbers on that, along with the ramifications of Eye > Path x3 > Eye being the new filler combo and find out something neat.
    (0)

  6. #6
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    I feel the trait will work ok for dps. I'm guessing you just fell cleave as much as possible to get infuriates cooldown as close to 30 sec as possible. So you can basically infuriate alone every 30 secs, infuriate plus berserk every minute, and infuriate plus berserk plus inner release every 2 mins.

    This is fine since fell cleaving as much as possible is good for dps and takes full advantage of the trait.

    But what about tanking? To take full advantage of the trait, you'd have to inner beast as much as possible. But isn't inner beast supposed to be something to be used strategically and not spammed as quickly as possible?
    (0)

  7. #7
    Player
    Sweetgrass's Avatar
    Join Date
    May 2016
    Posts
    81
    Character
    Elated Moogle'maestro
    World
    Jenova
    Main Class
    White Mage Lv 74
    Quote Originally Posted by P4X0R10N View Post
    I feel the trait will work ok for dps. I'm guessing you just fell cleave as much as possible to get infuriates cooldown as close to 30 sec as possible. So you can basically infuriate alone every 30 secs, infuriate plus berserk every minute, and infuriate plus berserk plus inner release every 2 mins.
    The problem with this is that even after a Release + Berserk cycle(8 post Infuriate GCDs aka 20s, 5 of which are FCs that reduce the CD of Infuriate by another 25s), Infuriate will still be 15s out. When your Infuriate is ready, your Berserk is only 20s away. There is no possible way to use Infuriate in a way that gives you more overall FCs, WITHOUT HURTING YOUR BERSERK.

    It seems almost like a mistake or something, maybe it'll become more clear when we get our hands on the class.
    (0)

  8. #8
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    You do realize that after an Inner Release Berserk rotation you only have to wait 10-20 seconds for another infuriate? More than enough time to build some gauge after berserk and I think the rotation looks pretty good. Assuming we stay with 9 gcds in Berserk and at 100 gauge it might looks something like this:

    HS (100) > Berserk/Inner Release (80 )> FC (55) > FC (30) > maim (40) > Infuriate (90) > FC (65) > FC (40) > Storm's Path (60) > FC (35) > FC (10) > HS/Upheaval (0). or,
    HS (100) > Berserk/Inner Release (80 )> Storm's Path (100) > FC (75) > FC (50) > Infuriate (100) > FC (75) > FC (50) > FC (25) > HS/Upheaval (15) > maim (25) > FC (0)

    Might need to do some switching around, and testing to see if we can clip the animations and the min sks needed to pull off such a feat in 4.0 but that looks pretty good to me. You can only get away with using 2 gcds in a rotation before you lose the combo potential though results may vary depending on your sks. This isn't the only way to pull off this rotation btw and that's the beauty of it as it's quite flexible and really depends on how quick you want Infuriate up.

    If dmg loss is you concern for switching stances then Shirk might prove useful after all. Instead of you having to switch stances and provoke the MT Shirks you have enmity now and then you can either Infuriate and stance swap or pop a cd and keep tanking in Deliverance, finish your berserk rotation and when you get some meter switch to Defiance. With regards to Upheaval, It's 300 potency at full (or high?) hp and costs 20 gauge. For 40 gauge you deal 600 potency which is pretty good for 40 gauge. With regards to Onslaught being only used a gap closer I'm okay with it. Not every action or weapon skill needs to be useful all the time but it just needs to be useful in a given scenario and at 20 yalms it beats Tomahawk for range and gets you out and on to another enemy in an instant. As far as stance swapping goes it only reinforces the skill required to balance the dance between Defiance and Deliverance

    The only gripe I have with war is how Infuriate can't be used outside of battle and Raw Intuition still gets crit from the rear even though PLD can block from behind but I digress. Poor choice and I hope SE changes this before June 16 as making Infuriate more accessible outside of battle will only open up your options for how you approach enemies which is a good thing imo. I've been a war main since 2.0 when IB healed for 300% and let me tell you WAR never looked so good. Sure we lost a few things Berserk nerf, no bloodbath, internal release, second wind, but also gained a lot, rampart, no pacify and shorter Berserk cd which has great synergy with Infuriate and Unchained/Inner Relase, but in the end WAR in 4.0 really embodies that reckless abandon style which I love so much about this job. You really shouldn't be too worried about the job as whole because it's about 95% perfect. Just change Infuriate and we are good to go. Btw you can also do 6 Decimates too.

    Source: https://www.famitsu.com/news/201705/...34.html?page=3
    Source: https://docs.google.com/document/d/1...zys5mo/preview

    *The latter was from the NA media tour and consists of info taken at that time and was then released when the embargo was up. The famitsu interview seems to be the most recent build and the most recent info.
    (0)
    Last edited by Marxam; 06-03-2017 at 06:35 PM.

  9. #9
    Player
    Didje's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    24
    Character
    Didje Lepreux
    World
    Moogle
    Main Class
    Warrior Lv 60
    As most of warrior (i guess), i am very disappointed by the warrior in 4.0.
    "Annex" skills disappear, since it would have been so simple to gather inner beast and fell cleave or triple cleave and decimate to save key bindings.
    About tanking i am worred about the lost of "flash", which was perfect for pulling packs and save TPs. Now we will need to save IB gauge for saving at least one Triple cleave. I guess that the new mitigation skills will equilibrate that. My disapointment is more in the philosophy of tanking : i want to play a tank based on vitalily, that means a tank which can regen its life. In 4.0 War looses self-healing skills, but do not gain any others. If i wanted to play a mitigation tank, i would have played PLD !
    About dps stance (i voluntary do not speak about OT rule, because to my mind war will not OT anymore) it will be so boring to be limited to only fell cleaves : is that what WAR is only good for ? SE : you might be kidding ?
    (1)

  10. #10
    Player
    Didje's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    24
    Character
    Didje Lepreux
    World
    Moogle
    Main Class
    Warrior Lv 60
    The new skills are useless (or for a very exeptionnal use). It looks like they forgot the war during the "new skills brainstorm"
    The dash is useless for pulling, inner release not for tanking, the pacification removal is just an insult to war that asked for its removal from berserk from years (and maybe inner beast will do the same), and upheaval ... must be discussed : with berserk its potency ups to 390, but it cost delays the next fell cleave, so its long term potency is 390-200 = 190 (to simplify : fell cleave cost is 50 gauge points for a 500 potency => 20 gauge points roughly a 200 potency cost on dps)
    3.0 brought a real dps/OT game play to the WAR, now it is just less fun and less usefull in raids, whereas the other tanks gain new usefull skill and other utilities in raid.
    Say good bye to them in the 4.0 ...
    (2)
    Last edited by Didje; 06-03-2017 at 06:36 PM.

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