my biggest problem with War is TP issues. Cost to much tp just keep hate in dungeons to aggro more then 3 mobs at time i like bring atlest 2 max 3 packs of monster. But that just kill my tp.
my biggest problem with War is TP issues. Cost to much tp just keep hate in dungeons to aggro more then 3 mobs at time i like bring atlest 2 max 3 packs of monster. But that just kill my tp.
Inner Release
Our new and probably strongest skill. But... why is it bound to Unchained?
Our iconic ability on full CD once Unchained is used! This discourages WAR from using Unchained and thus MTing.
I wouldn't ask for a shorter CD, but give those abilities seperate CD timers. Overwise this skill fine, we don't need even MOAR Fell Cleaves.
Shake It Off
In theory an awesome ability. But it don't work! Most mechanics apply debuffs that can't be removed.
The usage of this skill is slim. A shame for lvl 68.
Needs a rework.
Attack power defined by STR only
Bid deal, as dmg defines our generated enmity. I had huge problems holding trash without STR accessories, especially at the start of SB throughout the whole leveling content.
The further we get in this expansion, the bigger the gap in attack power between tanks and DDs. And melding STR into our tank acc doesn't solve anything. It's flat 25 STR points now and will stay 25 points at the end of SB. No increase.


Seeing the new skills on DRK, I think there is one way for Unchained to be a little more interesting. Increase the potency of Inner Beast and Steel Cyclone by around 25% and remove the "Ignores damage penalty" effect.
On their own, those two skills wouldn't change at all, but suddenly, Unchained would buff them even further.
While this would indeed encourage us using Unchained more often and also increasing our dmg in Defiance, it's still doesn't feel right to bind both on same CD timer.
It feels like we get nothing on lvl 70, but a little upgrade to Unchained.
When I play PLD or DRK, my hotbar is filled with skills (specially PLD), yet WAR feels so empty. I don't mind having Unchained and Inner Release on same button, but once Unchained is used and I change to Deliverance, I just miss an ability for next 2 min. Whenever this might be for only 2 min, it's disturbing.
PS: Please notice they buffed Defiance dmg penality from 25% down to 20%, so it would be a 20% potency increase.
Last edited by ArianeEwah; 07-03-2017 at 10:26 PM.


Of course it does. A brilliant mind at SE thought it was cool to give you two mutually exclusive skills...three times.
Like I said on another thread, Inner Beast and Fell Cleave should be the same skill and its effect/potency would vary depending on your stance. Same for Steel Cyclone and Decimate. With that, even if Unchained and Inner Release would still share a CD, you'd have room for an additionnal skill to use.
Worst part, they did that with Equilibrium, so it's not like they lacked the idea.
Other topics:
SE/SP/BB/SP/SE combo
I tested this and here is my result:
1. The usage of Upheaval (best skill btw, use it on CD) and FC with this combo feels smooth and fitting after the first IR/Zerk-Hexa-FCs. When Zerk is ready, your gauge is at 100, not a single point wasted. But there things start to crumble. My gauge doesn't reach 0 when next Zerk is over. This would mess up my gauge for the next 40 sec. To make this combo work, I would have to skip Upheaval.
2. SkS is too low for this to work. GCD of <2.4 is required to keep SE buff up. More than 1.3k SkS needed to avoid that.
Conclusion: unfortunately this combo is not optimal. At higher SkS I already had to clip as some point, to not waste any IB points or had to use FC sooner, losing too much rage before next Zerk window. Lower SkS results in losing SE buff.
Bloodbath
I agree that this ability is more fitting for tanks than for DDs, especially in raids.
I would trade Ultimatum for Bloodbath anytime!
My raid group asked me about my first impression and I would like to share them.
Stance Dance
The stance penalty only occurs for WAR and PLD. I don't see the reason behind this. You get punished for being active and managing your role/job.
Tanks are rarity, this takes the fun to even play them. I don't feel like I get rewarded for using my tool kit.
This needs to be removed.
Onslaught
This ability is actually pretty good (and looks cool). It generates so much enmity it feels like I just did a BB combo. Dmg is mediocre (100 potency), yet reasonable for 15 sec CD.
But there is a reason I hesitate to use it, and that is its IB cost. I have to use a full BB/SE combo to refresh those 20 rage and it messes up the zerk/3-4 FC window.
Other classes (like DRK and MNK) get this ability on 30 sec CD/200 potency FOR FREE!
The IB cost has to go. Not 10, not 5, but NO COST!
Bind its inceased enmity bonus to Defiance to compensate and encourage MTing.

I wouldn't really put PLD so much into this, I mean they switch what do they use their Sword Oath gauge for? If anything Warrior is the one that takes a hit. Then again, maybe they did it for other reasons, because no one would listen otherwise.
Just curious, are you finding yourself having issues maintaining your Beast Gauge? Or at least keeping it up?
Would you want to keep IR just to help with Deliverance? If you want it unbound from Unchained, would you want it to do something more for Defiance? If so, what? I just want my eyes to go red during Defiance and not due to lack of sleep....
I think it's a bit of a nut grab that it only comes to us at 68, but what would you like to see? Would you adjust it for utility to help with the party? Me personally..I'd like to have a small booty wiggle with it. That's just for cosmetic purposes on my fat roe.
What is your opener? I'm just curious. I had issues a bit at the beginning, but quickly got to no issues what so ever. You're free to look at my WAR, I don't have STR accessories and I've been through Susano EX, at least the first two phases but never had any hate or TP issues that weren't my own doing. (I'm a filthy casual that's also planning a wedding so I only get X amount of hours a week to play!)
I can understand it being an issue down the road because you vets know better, I'm just a healer from the 1.0 days. I jumped into tanking and have yet to have constant issues with holding hate...but that's what these forums are for. To help people out! Maybe you need to learn something new? Like I did! First I learn to tank, then I learn to pop and lock!
I think Bloodbath is on the DPS side for their own reasons, but would you consider maybe a party wide Bloodbath from Warrior? Or is that not a utility that would be useful for you? If not, what about if Inner Release wasn't tied to Unchained, and had the benefit of reducing cost for Defiance moves but also gave a Bloodbath boost (small as it may be, or bigger depending on balance) to your normal moves?
I've wondered this when I picked up War and actually took time to read the skills. So, just to be clear here you'd have something like
Inner Beast
Defiance: <Description as it currently is.>
Deliverance: <Description same as what FC is>
Because that's what I was always thinking they could do, then hand us something else at those levels if anything..no need to have us all have the exact same thing but.... /shrug.
Just curious, which would your rather have?
* More gauge generated via combos / moves? So that penalty doesn't feel so heavy along with other moves.
* Reduced / Free swap?
Just curious, my world stays the same regardless so just wanted to know.
Last edited by Leigaon; 07-04-2017 at 05:01 AM.
1. Indeed WAR suffers more than PLD from this, still wanted to mention this! Stance dance might be necessary, for example when MT dies. Halving gauge bar at this point is too punishing. If SE wants to keep this penalty, remove it when switching to tank stance, just half gauge when switching to DPS stance.
2. On the contrary, I try to keep my rage above 50, thus keeping my crit/parry bonus above 5%.
3. While I agree that it might be nice/cool to use Inner Release in Defiance, I actually don't see it becoming usefull in tank stance. It might help pulling trash, spamming Steel Cyclone, but your primary role in tank stance is to keep aggro and mitigation, not damage. Neither you would need to use IB 5-6 times to mitigate damage, but once. Still not sure... spamming Inner Beast might be a replacement for Bloodbath there.
4. I think of something like Thrill of Battle for your whole party, maybe +5-10% of your current max. HP.
5. I don't have any hate issues either, even through I don't use Unchained. My opener in trial would be: Tomahawk, Infuriate, SE combo, Onslaught!. This is the only situation I use Onslaught (or boss dungeon quick pulls for giggles). By using this ability I generate so much enmity, I wouldn't lose to any DPS unless I mess up and don't pay attention to aggro meter. And I keep Inner Release, too.
6. Bloodbath on DPS side doesn't sound reasonable to me. Sure, there might be some reasons, but I doubt they are meant for raids which actually is the most important matter. Just my opinion.
SE has to puzzle with those new abilites a bit to figure out actual good use for them. I wouldn't go too deep in this matter for now.

Fc and inner beast is the same as equilibrium. They are TWO skills which share one button.
Yes, you do learn fc and decimate after steel cyclone and ib, but the way they function together is identical to the way eq functions.
There's nothing stopping SE from adding more skills to warriors if it's needed. So if that's your issue then there's no need to tie that in with how fc, ib, steel cyclone and decimate currently function.
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