I only do this for boss or single target pulls. For group pulls i use berserk with 2 or 3 steel cyclone depending on my groups dmg(how fast they are generating enmity)
I only do this for boss or single target pulls. For group pulls i use berserk with 2 or 3 steel cyclone depending on my groups dmg(how fast they are generating enmity)
You mean like Plunge? :PA charge without cost would be a little crazy for some higher end content mobility wise. It's not supposed to initiate a fight, it's meant to get you back into it. This is mostly an ability which is gonna be used during boss fights to get you right back in after you have to run from an aoe or something. Or in PvP to keep up with players due to our lack of a stun
Onslaught right now is completely worthless. It's a DPS loss in any situation due to the Beast Gauge cost and it's laughably weak. Basically, take it off your hotbar after you're done messing with the animation. Even in a knockback scenario, I'm never going to interrupt a Fell Cleave combo for really weak gap closer nor would I want to waste BG when I could be using Decimate/Steel Cyclone.
Its a joke because it produces the same enmity as Tomahawk, costs 20 beast gauge and is also weaker than Tomahawk itself. You also can't use it on pull since you can't Infuriate outside battles. The only plus side to this move is in PvP but in PvE its too niche to be of any use as Tomahawk does literally the same thing. The only thing going for it is that it doesn't interrupt combos but its still really bad atm.
Singe I got it I have used it once just to see how it looks and cry over how useless it is.
The cost is way to high for what it does with it costing 20 beast gauge AND being on a 15sec recast, so in beast it cost 40% of a fell cleave while having 20% of that skills potency, even it we look at inner beast this skill cost again 40% of it and has around 28.6% of that skills potency all the while inner beast also heals you and add to your mitigation.
If they want me to use this skill they have to increase the potency or make it cost 0 beast gauge.
Onslaught is a resource based gap closer, like SAM's Gyoten. It has a cost to offset the negligible recast. The point is to increase uptime on demand, not potency. Part of the reason why you see no SAM complaints on this issue is because most melee dps would understand the value of sacrificing a small amount of potency in the short term to avoid missing a GCD ability.
If you reduced the cost by even 10, it would become more resource efficient than Fell Cleave. Even as it is, under Berserk + IR, there are certain GCDs under which Onslaught is more resource efficient (basically, if FC replaces any GCD other than HS in the window). The balance is fairly tight.
I'd probably change it to a charge that generates 10 beast gauge, deals 100 potency damage with increase enmity, has a 20s cooldown, but can only be used when you're more than 15y from target. This way you don't get tempted to run out to use it like MNKs did with Shoulder Tackle and it can be used at the start of the fight.You mean like Plunge? :P
Onslaught right now is completely worthless. It's a DPS loss in any situation due to the Beast Gauge cost and it's laughably weak. Basically, take it off your hotbar after you're done messing with the animation. Even in a knockback scenario, I'm never going to interrupt a Fell Cleave combo for really weak gap closer nor would I want to waste BG when I could be using Decimate/Steel Cyclone.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I dont know about SAM, but on war, wasting 20 BG on this "to not waste a cooldown" means you now got to go through a full combo rotation to recover. That is 3 GCDs to get back to the point you were in before.Onslaught is a resource based gap closer, like SAM's Gyoten. It has a cost to offset the negligible recast. The point is to increase uptime on demand, not potency. Part of the reason why you see no SAM complaints on this issue is because most melee dps would understand the value of sacrificing a small amount of potency in the short term to avoid missing a GCD ability.
If you reduced the cost by even 10, it would become more resource efficient than Fell Cleave. Even as it is, under Berserk + IR, there are certain GCDs under which Onslaught is more resource efficient (basically, if FC replaces any GCD other than HS in the window). The balance is fairly tight.
Maybe if I just executed Maim and had the option to execute Storm Path, but the enemy ran away or something, THEN using that 20 may be a wash by Onslaught in, and get that 20 back, but this is already crazy situational, demanding positional changes in the field at the same time as you are in a very specific combo step.
If this must cost a resource, it should have higher potency. If there is worry about it being too much potency while in dps stance, then just make it something like 150 potency and have it ignore Defiance penalty.
Better: Keep the current cost, but when in Defiance it will cost no BG and grant 10 BG (if you stance dance, you automatically lose 5 BG.)
It's a similar cost at 10 Kenki. Using both the out/in dashes will cost you 20, which you'll not only need to land a full 3 step combo, you'll also have to make sure you get the positional on the 3rd or you'll need a fourth! At 10 for the dash in, you'll need one or two GCD to recover from the loss, depending on what step you're on in your combo, you're landing a positional, or stabbing with Yuki. Both dashes also only deal 100 damage, but they save time on movement if you need to either dodge an AoE or quickly get to an add to burst down.
Does not sound like a very efficient use of their resource, then, but they may not have as much potency invested in their resource. War BG consumers are quite stronger than the third step of a combo, so using BG for other things is a big sacrifice.It's a similar cost at 10 Kenki. Using both the out/in dashes will cost you 20, which you'll not only need to land a full 3 step combo, you'll also have to make sure you get the positional on the 3rd or you'll need a fourth! At 10 for the dash in, you'll need one or two GCD to recover from the loss, depending on what step you're on in your combo, you're landing a positional, or stabbing with Yuki. Both dashes also only deal 100 damage, but they save time on movement if you need to either dodge an AoE or quickly get to an add to burst down.
Butcher's Block is 280.
Inner Beast (50 bg) is 350 and ignores stance damage penalty.
Fell Cleve (50bg) is 500
Delaying those by a full combo rotation to save a second of running is a big no-no in my book.
I'm just gazing at SAM combos. Their strongest 3rd step is 400 potency, none of their consumers is that strong, although they seem to be instant use abilities off GCD. Their faster combo builder is a 2 GCD, though, fastest War builder is 3 GCDs. All in all: seems its a way bigger cost for the War to waste it's resource on this than it's for SAM.
As a general rule of thumb, 5 Kenki is equivalent to 60 potency of damage. Their biggest spenders are an 800 potency oGCD, a 50% buff to the next weaponskill used, and a 300 potency oGCD attack. Mismanagement of Kenki can result in a massive delay of a 1,080 pot Midare, 1,410 pot Higanbana, and in the worst case scenario, delaying an 800 pure potency attack by as much as 7 GCD. This doesn't factor in that most of your big GCD attacks, namely Iaijutsu, also don't generate kenki on their own, so delaying those with no Hagakure is also a DPS loss.I'm just gazing at SAM combos. Their strongest 3rd step is 400 potency, none of their consumers is that strong, although they seem to be instant use abilities off GCD. Their faster combo builder is a 2 GCD, though, fastest War builder is 3 GCDs. All in all: seems its a way bigger cost for the War to waste it's resource on this than it's for SAM.
You also forget to mention that their fastest combo builder only builds up 15 kenki, rather than the 20 of the other, stronger combos, making it much weaker.
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