Also Storm's Path healing gets scaled down as you level up how the fuck does that make any sense?? The fuck do you have against tanks and healers that you keep nerfing us?
Also Storm's Path healing gets scaled down as you level up how the fuck does that make any sense?? The fuck do you have against tanks and healers that you keep nerfing us?
Oh god... don't remind me. Executing that rotation felt so god-like. Pushing that with efficiency was what WAR was all about in those dungeons.
SE killed DRK by taking away skills and making it too simple and generic. I don't like this new DRK. I loved the complexity of DRK in 3.0, It made the class so much fun to play.
I feel the same with both DRK and WAR. PLD seems like the only fun tanking class now, which is funny because I thought SE was trying to encourage more people to tank. Switching to a DPS for Stormblood but my god those queues.
Add it to Upheaval. Gain 12 seconds of Bloodbath if hp is higher than 80% similar to how Requisat, or whatever that skill is called, fol PLD. Problem solved.
This is what I was thinking. People seem surprised that WAR (and to a lesser extent SCH) are worse in SB, but they are designed to be worse because they were far too good at everything in HW to the point where they were broken.
Potency wise they could be brought back up a peg (overnerfs are to be expected, and 4.1 will fix a lot of jobs), but if what I'm being told about the bloodbath rotation is correct, the game is better without it.
Perhaps, but the whole playstyle of Warrior up until now was synergy between offense and defense. See comment. They pretty much took that away with the removal of Bloodbath, and the removal of defensive CDs giving stacks. They could have nerfed it a bit but still kept it.
Also, you need to understand that it wasn't that easy to do a double Decimate. You needed to prepare at least 2 stacks while most of the trash is still getting to you, then pop your Defensive CDs (Vengeance + Raw Intuition) in addition to Berserk to pull it off. It was a high risk high reward strategy because you'd be burning most of your cooldowns, but in exchange you would be untouchable for about 15s or so. And that ties in with the whole synergy between offense and defense. The reason I say it's better than Hallowed Ground is because the duration is higher and the cooldowns are shorter.
The playerbase will always have the mindset of pull as much as possible and get stuff done as fast as possible. I don't quite agree with that because I liked giving my healer free time to DPS.
Last edited by YitharV2; 06-21-2017 at 07:58 AM.
Blood bath was warriors bread and butter, a self healing high up class with minimal defense skills....now it's gone. Drk was supposed to be a party tank, now that's gone. Pld is the shield tank ppl wanted ....yup balanced lulz
That would be acceptable. Slightly more overall BB uptime (36s every 90s instead of 30) but conditional upon your HP, so it requires a bit of quick thinking to use correctly while tanking. But just full on taking away Bloodbath? Screw that.
You realize that this took 4 cooldowns to achieve right? And was only good for mass pulls? You didn't see this kind of thing in any sort of end-game content beyond 4-mans, and supposedly this game gets balanced around 8-man savage-tier content, not 4-man dungeons. This then begs the question; why the removal of Bloodbath? Why, on the sustain tank, did they remove sustain? And give them no other means of sustain to compensate for it?
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