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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I've compiled a list of the suggested changes:

    1) Changing stance should not cost gauge.
    2) Onslaught should have a negligible recast and should generate gauge.
    3) Fell Cleave should generate gauge and should have its potency increased to 9001.
    4) Overpower should generate gauge.
    5) Vengeance, Raw Intuition, Rampart, Convalescence, Anticipation, Awareness, Thrill of Battle, and Holmgang should generate gauge.
    6) Bloodbath should be a passive trait and generate HP and gauge.
    7) Taking damage should generate gauge.
    8) Changing stance should generate gauge.
    9) Gauge should generate gauge.
    10) Inner Release's recast should be lowered to 60s for better synergy with Berserk.
    11) Upheaval should be upgraded to Louisoix's version of the ability and should be renamed Dragon Punch.
    12) Shake it off should allow you to steal an ability of your choice from your co-tank by shaking it off of their hotbars.
    13) Equilibrium should have a similar recast to Clemency.
    14) Unchained and Inner Release should not share the same recast.

    Overall, I think that this is a pretty good list of preliminary changes. I'm sure that more problems will become evident in the coming months when we've actually had time to test out all of the stat weight interactions, analyse the interactions between WAR's opener and rotation with the other 14 jobs and their raid buffs, and actually master the job to the point where we can truly min-max its rotation. But it's a start, at least. Good work so far.
    (6)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    0) Tanks now receive .8 AP per Vitality, and no AP from Strength. They can again choose from multiple stats to meld to their accessories, instead of being obliged to meld only Strength.

    1) The Warrior now only loses 50% of Gauge in excess of 50 when changing stances.
    2) Infuriate may now be used in combat.
    3) 10% of remaining Gauge now drains every second when outside of combat, starting 10 seconds after ending combat.
    4) Defiance now affects healing received from all sources, including the Warrior's own skills and damage dealt.
    5) The cooldown of Onslaught has been increased to 20 seconds, and it now has a minimum range of 8 yalms. It no longer costs Beast Gauge.
    6) Maim again applies increased damage dealt.
    7) Storm's Eye again applies Slashing Resistance Down.
    8) Half of the benefit of Inner Release now remains effective in Defiance, continuing to reduce Beast Gauge costs by 25%, down from 50%, and offering immunity to Stun, Sleep, Bind, Heavy, knockback, and draw-in effects.
    9) Half of the benefit of Unchained now remains effective in Deliverance, retaining the increased maximum HP and enmity modifiers of Defiance when having changed to Deliverance.
    10) Shake it Off has been replaced with Goliath/Rampage, 2-minute CDs with shared recast times that cause each Gauge-increasing strike for 20 seconds to increase the bonus effects of their stance by 10%, stacking up to 200% bonus or 300% total. While active, the Warrior is healed for 50% of all critical damage dealt. The effects of each transfer to the opposite stance.
    11) Raw Intuition no longer causes critical strikes from flank and rear hits taken. (Now that the angular coverage of block and parries has increased, the flank and back vulnerability of the skill makes no sense.)

    Notes:
    No, this does not attempt to adjust Inner Release "to better line up" with Infuriate. An every-other multiplier is sufficient for that purpose; use on every Infuriate would just make the skill feel further tacked on, or Infuriate 2-part bloat.
    No, I did not attempt to return gauge accretion to defensive CD usage. Storm's Path is sufficient in this regard. I'd prefer our strength be re-invested more interestingly. Goliath/Rampage, while a spitball idea, works towards that purpose.
    (1)
    Last edited by Shurrikhan; 06-29-2017 at 09:54 PM.

  3. #3
    Player
    DeadlockRahl's Avatar
    Join Date
    Apr 2017
    Posts
    10
    Character
    Deadlock Rahl
    World
    Moogle
    Main Class
    Marauder Lv 70
    @Lyth - Your sarcastic suggestions are only here because you dont have a warrior and dont understand the issues or maybe you just have some issue with Warrior. If you ask most of the community they will agree that warrior is not currently balanced with the other two tank classes.

    In Xenos video he asks for too much. I just want the bare minimum to bring warrior back into usefulness.
    (0)
    Last edited by DeadlockRahl; 06-29-2017 at 11:14 PM.

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    In the absence of Berserk and IR, Fell Cleave has an efficiency of 7 potency/gauge if it replaces HS, 5.2 potency/gauge if it replaces Maim, and 3.58 potency/gauge if it replaces SP. Details are here. Compare that to Onslaught's 5 potency/gauge and Upheaval's 15 potency/gauge. Fell Cleave's primary advantage is the lack of a recast cooldown.

    Under IR/zerk, you can also show that the only GCD in which FC is better is when it replaces HS. If you replace Maim or SP in the window, Onslaught yields a higher potency efficiency.

    I'm not sure under what circumstances you would think that missing out on 200 potency from a lost GCD is negligible, but it does add up over an encounter. Also, gap closers generally aren't available while bound, irrespective of job. Only effects like TW and IR negate that effect.
    (0)

  5. #5
    Player
    Dregenfox's Avatar
    Join Date
    Jun 2017
    Posts
    123
    Character
    Adaire Crimson
    World
    Coeurl
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Lyth View Post

    I'm not sure under what circumstances you would think that missing out on 200 potency from a lost GCD is negligible, but it does add up over an encounter. Also, gap closers generally aren't available while bound, irrespective of job. Only effects like TW and IR negate that effect.
    I don't know why you're still throwing around the numbers. Like I said before, at best onslaught's 100 damage is only there to make up for the loss of IB. SP combo is ~200 potency + 10 BG gain per GCD, but requires a full 7.5s combo to hit.

    Removing the 100 potency and making it cost 0 would really be all that's needed to make it a worthwhile ability - the 20 cost makes it too awkward to use as is for it's current purpose, and the walking time it saves varies from none to 2 seconds at best. It won't always be 200 potency, and you won't be able to use it every 15s on CD, so the actual benefit is way smaller.
    (0)

  6. #6
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Dregenfox View Post
    Removing the 100 potency and making it cost 0 would really be all that's needed to make it a worthwhile ability - the 20 cost makes it too awkward to use as is for it's current purpose, and the walking time it saves varies from none to 2 seconds at best. It won't always be 200 potency, and you won't be able to use it every 15s on CD, so the actual benefit is way smaller.
    Are you saying it shouldn't have any potency or BG cost? Or just no BG cost? If it was just no BG cost, it would always be a dps increase to use it, correct? I don't recall if it uses a GCD or not. I think it would probably work better if there was no potency or BG cost, if it was simply a gap closer. It wouldn't be a dps gain (other than saved travel time) but at least it wouldn't be a dps loss.
    (0)

  7. #7
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Dregenfox View Post
    and the walking time it saves varies from none to 2 seconds at best. It won't always be 200 potency, and you won't be able to use it every 15s on CD, so the actual benefit is way smaller.
    The potency lost from 2s of walking would most likely be the last gcd you could've used in the fight/phase, so at least it'll be 150 potency from heavy swing, at worst it could be 500 potency from fell cleave, as well as the potential auto atk lost. Onslaught is situational but if it saves you 2s of walking then it's absolutely worth it, just like how tempered will is situational but could be a dps gain if it saves you walking time. In fact making it 0 dmg 0 cost skill would pretty much make it like tempered will and there will probably be more complaints about it being very situational (useless in most fights).
    (3)

  8. #8
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by aleph_null View Post
    In fact making it 0 dmg 0 cost skill would pretty much make it like tempered will and there will probably be more complaints about it being very situational (useless in most fights).
    The only reason people would complain about 0 damage 0 cost is because it has 0 damage and doesn't increase their dps. Because, we can only ever do things that increase dps.
    (0)

  9. #9
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    The BG cost on onslaught relative to potency seemed, to me at least, a measure intended to prevent overuse as a dps ability. Much like how they took the potency off stuns so they wouldn't have to be used for an optimal dps rotation.

    But, this would suggest SE is as confused about the role of a tank as we are.
    (0)
    Last edited by whiskeybravo; 06-30-2017 at 01:40 AM.

  10. #10
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by whiskeybravo View Post
    The BG cost on onslaught relative to potency seemed, to me at least, a measure intended to prevent overuse as a dps ability. Much like how they took the potency off stuns so they wouldn't have to be used for an optimal dps rotation.
    Okay so please tell me why it is okay that plunge on drk is a zero cost ogcd that does a hundred more potency? It's stupid. They need to increase the CD of onslaught and make it the exact same as plunge.
    (2)

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