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Thread: WAR suggestions

  1. #1
    Player
    Kayce's Avatar
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    Kayce Poe
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    Gilgamesh
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    Red Mage Lv 80

    WAR suggestions

    I decided to play PLD first this time around, but I still have ideas for WAR since I played it throughout Heavensward.

    The Beast Gauge cost on Onslaught

    Onslaught would be a fun and welcomed ability to enter battle and reengage targets if not for the resource cost. Remove the damage it does so people aren't using it on cooldown.

    Shake It Off

    Yes, it stinks as a level 68 ability and I understand why people are annoyed by it but I am mostly okay with this situational ability. Perhaps it would have been better to give it the ability to remove Fear, Stun, Sleep, Bind, and Heavy instead of already Esuna-able debuffs even if it has to have a little longer cooldown. Inner Release doesn't need those effects, it's a damage cooldown and you can't take advantage of the crowd control removal on demand or while tanking in Defiance.

    Only Overpower is Annoying

    A target required cone AoE as WAR's only reliable AoE stinks. My suggestion? Add a new ability and change Overpower here's how:

    Line in the Sand (New Ability LVL 10)
    0 Range, 5y Radius
    Instant, 2.5s Recast, 100 TP
    Delivers an attack with a potency of 50 to all nearby enemies.
    Additional Effect: Increased Enmity
    (Visually this attack has you drag your axe along the ground in a circle around you, kicking up dirt and scratching a line in the ground)

    Overpower (Moved to LVL 48 and now a WAR job ability)
    8y Range, 8y Radius
    Instant, 2.5s Recast, 140 TP
    Delivers an attack with a potency of 50 to all enemies in a cone before you.
    Combo Action: Line in the Sand
    Combo Potency: 220
    Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10


    Buff Storm's Path

    Did you know that Storm's Path is only a 3% potency increase over using Butcher's Block? Go ahead and do the math, I'll wait. Don't forget to factor in the GCD opportunity cost of two extra Fel Cleaves every 45 global cooldowns!

    Storm's Path being the DPS combo should be OBVIOUS to people and it's not because it barely is and not in a very clear way. Storm's Path needs its potency raised to 290 or 300 via combo action. It will make it clear to players by putting some more space between it and Butcher's Block and give WAR a little DMG buff it could probably use.
    (1)
    Last edited by Kayce; 06-29-2017 at 08:34 PM.

  2. #2
    Player
    BluexBird's Avatar
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    Blue Bird
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    Jenova
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    Warrior Lv 90
    Out of all the things... you're annoying with... Overpower? REALLY?!

    I don't know what you Warriors are doing. I never understood why so many people relied heavily on Flash, and now seem completely LOST without it! It has never been an issue! The only real bad thing about it is the fact that you need a target to use it, but that's it.

    Also Shake It Off isn't "situational" - it's useless. The only time I have ever seen it work was when I was trying to find Aether Currents and got slowed by weakling monster. But S rank monster stuns and slows? Nope. Dungeon boss debuffs? Nope. ANY sort of trial content debuff? NOPE!!! I mean, please... prove me wrong and open my eyes by telling me just how and where this thing actually does something, thanks.

    And honestly, Storm's Path is fine right now. It's not extra damage that Warriors need. It's enough utility and fluidity to match that of the other two tanks. Right now, Dark Knight and Paladin can switch between tanking and doing damage with no penalty to their damage or main abilities. Warriors suffer SEVERELY whenever they try switching from tanking to try using their damage abilities. Not to mention PLD and DRK have cover abilities, while Warriors have Onslaught and Shake It Off. THAT'S the main problem.
    (3)

  3. #3
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Diabolos
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    Quote Originally Posted by Kayce View Post
    The Beast Gauge cost on Onslaught

    Onslaught would be a fun and welcomed ability to enter battle and reengage targets if not for the resource cost. Remove the damage it does so people aren't using it on cooldown.
    I still think that Onslaught should generate 10 beast gauge when used. Would make for a decent opening attack while also acting as a boon during fights with multiple targets.
    Shake It Off

    Yes, it stinks as a level 68 ability and I understand why people are annoyed by it but I am mostly okay with this situational ability. Perhaps it would have been better to give it the ability to remove Fear, Stun, Sleep, Bind, and Heavy instead of already Esuna-able debuffs even if it has to have a little longer cooldown. Inner Release doesn't need those effects, it's a damage cooldown and you can't take advantage of the crowd control removal on demand or while tanking in Defiance.
    Agreed. You already benefit from Internal Release due to how it affect spenders, so you don't need two cooldowns that deal with debuff removal.
    Only Overpower is Annoying

    A target required cone AoE as WAR's only reliable AoE stinks. My suggestion? Add a new ability and change Overpower here's how:

    Line in the Sand (New Ability LVL 10)
    0 Range, 5y Radius
    Instant, 2.5s Recast, 100 TP
    Delivers an attack with a potency of 50 to all nearby enemies.
    Additional Effect: Increased Enmity
    (Visually this attack has you drag your axe along the ground in a circle around you, kicking up dirt and scratching a line in the ground)

    Overpower (Moved to LVL 48 and now a WAR job ability)
    8y Range, 8y Radius
    Instant, 2.5s Recast, 140 TP
    Delivers an attack with a potency of 50 to all enemies in a cone before you.
    Combo Action: Line in the Sand
    Combo Potency: 220
    Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10
    I agree with your premise here. I've been seeing newbie WARs have some trouble grabbing mobs because WAR no longer has access to Flash to help grab aggro, so your suggestions I feel would be very helpful.
    Buff Storm's Path

    Did you know that Storm's Path is only a 3% potency increase over using Butcher's Block? Go ahead and do the math, I'll wait. Don't forget to factor in the GCD opportunity cost of two extra Fel Cleaves every 45 global cooldowns!

    Storm's Path being the DPS combo should be OBVIOUS to people and it's not because it barely is and not in a very clear way. Storm's Path needs its potency raised to 290 or 300 via combo action. It will make it clear to players by putting some more space between it and Butcher's Block and give WAR a little DMG buff it could probably use.
    This is a bit messier than it seems. Butcher's Block is still the highest potency combo action in WAR's arsenal, and it doesn't help that they kept Storm's Path's life leech effect regardless of stance.

    I personally don't think you can increase Storm's Path's potency without nerfing or removing the life leech effect, and possibly tying the effect to Defiance.
    (0)
    * 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)

  4. #4
    Player
    Eir_Z's Avatar
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    Eir Zurivost
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    Lamia
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    Machinist Lv 70
    Quote Originally Posted by BluexBird View Post
    ...Also Shake It Off isn't "situational" - it's useless. The only time I have ever seen it work was when I was trying to find Aether Currents and got slowed by weakling monster. But S rank monster stuns and slows? Nope. Dungeon boss debuffs? Nope. ANY sort of trial content debuff? NOPE!!!
    I agree with all of this. The class is designed to be masochistic. You have a ton of hp so you can take the big hits without much mitigation then refresh yourself by doing damage. Relatively high DPS + bloodbath made warrior coherent with its high hp. But, we "had" to lose bloodbath because it was a cross class ability, so... just give us something equivalent in place of shake it off and call it something like "war cry" or "rally."

    Stance dancing is cumbersome now and takes a lot of coordination, but you can still hit three FCs while sitting mostly in defiance. I'd love to see it cost a set amount of gauge instead. Also, reduce the cost of SC & decimate.
    (0)

  5. #5
    Player
    BluexBird's Avatar
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    Blue Bird
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    Jenova
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    Warrior Lv 90
    Quote Originally Posted by Duelle View Post
    Agreed. You already benefit from Internal Release due to how it affect spenders, so you don't need two cooldowns that deal with debuff removal.
    Yo, Paladins have Sheltron. AND now you can block magic. So let's remove Hallowed Ground since they don't need it. This is basically the logic that you are using. Please stop.

    Quote Originally Posted by Eir_Z View Post
    But, we "had" to lose bloodbath because it was a cross class ability, so...
    What's messed up is that Bloodbath for Warriors wasn't even a cross-class ability. It was THEIR ability! OTHER tanks had to cross-class it, while Warriors had to cross-class Convalescence.
    (0)
    Last edited by BluexBird; 06-29-2017 at 09:37 PM.

  6. #6
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    silverlunarfox's Avatar
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    Loki Lux
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    Quote Originally Posted by Kayce View Post
    Idecided to play PLD first this time around, but I still have ideas for WAR since I played it throughout Heavensward.

    The Beast Gauge cost on Onslaught

    Onslaught would be a fun and welcomed ability to enter battle and reengage targets if not for the resource cost. Remove the damage it does so people aren't using it on cooldown.
    No. As I am maining warrior first time around I love this ability is not spammable. It's very good for knockbacks to get in the fight, which I am guessing was their intent.

    Shake It Off

    Yes, it stinks as a level 68 ability and I understand why people are annoyed by it but I am mostly okay with this situational ability. Perhaps it would have been better to give it the ability to remove Fear, Stun, Sleep, Bind, and Heavy instead of already Esuna-able debuffs even if it has to have a little longer cooldown. Inner Release doesn't need those effects, it's a damage cooldown and you can't take advantage of the crowd control removal on demand or while tanking in Defiance.
    I do not yet have this, however, I have seen and read the ability and I don't see what the fuss is about. Again situational abilities can be amazing. I've never understood the hate over such abilities.

    Only Overpower is Annoying

    A target required cone AoE as WAR's only reliable AoE stinks. My suggestion? Add a new ability and change Overpower here's how:

    Line in the Sand (New Ability LVL 10)
    0 Range, 5y Radius
    Instant, 2.5s Recast, 100 TP
    Delivers an attack with a potency of 50 to all nearby enemies.
    Additional Effect: Increased Enmity
    (Visually this attack has you drag your axe along the ground in a circle around you, kicking up dirt and scratching a line in the ground)

    Overpower (Moved to LVL 48 and now a WAR job ability)
    8y Range, 8y Radius
    Instant, 2.5s Recast, 140 TP
    Delivers an attack with a potency of 50 to all enemies in a cone before you.
    Combo Action: Line in the Sand
    Combo Potency: 220
    Defiance/Deliverance Combo Bonus: Increases Beast Gauge by 10
    How about instead of a new ability, just increase overpowers radius a bit. I feel its a bit too narrow. However I compensate by how I pull the enemies, its just that not every DPS allows positioning, which is when you feel the range weakness of overpower. Flavor-wise I vote for a radius increase instead. I absolutely still love overpower.


    Buff Storm's Path

    Did you know that Storm's Path is only a 3% potency increase over using Butcher's Block? Go ahead and do the math, I'll wait. Don't forget to factor in the GCD opportunity cost of two extra Fel Cleaves every 45 global cooldowns!

    Storm's Path being the DPS combo should be OBVIOUS to people and it's not because it barely is and not in a very clear way. Storm's Path needs its potency raised to 290 or 300 via combo action. It will make it clear to players by putting some more space between it and Butcher's Block and give WAR a little DMG buff it could probably use.
    People don't realize the combo since the changes are still new. Its not about doing damage as the devs make it quite clear they want all tanks to be in tank mode. As annoying as it may be, it is what it is.


    I feel like you don't fully understand what warrior has become and what the devs really want it and all tanks to be. Warrior is harder to use than paladin, of that I am aware since I use all the tanks. But thats exactly why I like it so much. Now its a challenge in every fight, I am never bored.
    (0)
    Last edited by silverlunarfox; 06-29-2017 at 09:48 PM.

  7. #7
    Player
    Kayce's Avatar
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    Red Mage Lv 80
    @Bluexbird
    Look, these are just a few suggestions not a comprehensive list.

    PLD and DRK can just run by trash Flashing and Unleashing and don't have to target or aim a damn thing, it's an huge convenience factor. I think the above change gives WAR some nice flavor with tanking's only AoE combo and some Beast Gauge generation while doing AoE.

    Shake It Off's uselessness is mostly in implementation. In concept I think it is fine, but getting it at 68 and having it not work on much isn't. Having it work on all losses of control would make it the situationally useful ability it should be. The loss of control immunity could stay on Internal Release for all I care to ensure you execute your burst. We're just trying to get Shake It Off in a better place.

    My whole point about Storm's Path is that it is UNCLEAR, and once you do the math on it you can see why. It seems like an oversight from a design perspective, increasing it's potency by 40 makes it clear without a shadow of a doubt what its purpose is and it wouldn't make a very big difference in overall dps.

    I agree Warrior has a utility problem compared to the other tanks' cover abilities. Perhaps going in the opposite direction, giving WAR a raid damage utility might make WAR attractive for a different reason. Something simple like a cooldown that increases party member damage by 5% for 20 seconds would fit the bill, but it's not very interesting. If you have an interesting idea for a utility skill, speak up.

    @Duelle

    Onslaught generating 10 Beast Gauge would be fantastic, but would encourage using it whenever it's available as a free 10 Beast Gauge and ruin it's purpose as a gap closer. If it generated 10 when out of combat and cost 10 when in combat @80 potency to discourage using it for its damage (@100 potency it'd be as efficient as Fel Cleave) that is something I could get behind.

    I disagree that Storm's Path's potency can't be adjusted due to the healing. We're not talking a crazy increase here, just 40 potency to define it as THE damage combo, the extra healing that would provide isn't going to suddenly make warriors have crazy amounts of sustain; it's not suddenly going to be the equivalent Regen.
    (0)
    Last edited by Kayce; 06-29-2017 at 09:49 PM.

  8. #8
    Player
    Baci's Avatar
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    Baci Asciar
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    Zodiark
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    Warrior Lv 90
    There are exactly 0 problems with overpower
    (2)

  9. #9
    Player
    BluexBird's Avatar
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    @Kayce
    While they aren't able to don't as smoothly as PLD/DRK, Overpower still let's you run around and pick up monsters. Yeah sure you have to aim it and might miss a monster or two sometimes, but you can get around that.

    You CAN'T get around the other things, though. Like the fact that Shake It Off isn't doing what it's supposed to. I'm not asking for it to remove loss of control effects. I'm looking at smaller things like vulnerability stacks, damage-down debuffs, Paralysis, etc.

    I brought up the utility issue, but if they actually fixed Shake It Off I personally would be satisfied right now, despite the issues I also have with Onslaught. But since you asked, why not have a skill that sacrifices some of their HP to boost party HP by 5-10% for a few seconds?
    (0)

  10. #10
    Player
    Kayce's Avatar
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    Kayce Poe
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    @silverlunarfox

    You misunderstood me about Onslaught. I very much want to keep it as only a gap closer and not as something you use whenever it is available. I'm suggesting removing the cost but having it do no damage, thus giving you no reason to use it except to gap close. Another option I thought of in a reply, having Onslaught generate 10 Beast Gauge outside of combat (allowing you to charge into battle and getting you started with a little Beast Gauge), but cost 10 Beast Gauge in combat with only 80 potency (making it a less efficient use of Beast Gauge than Fel Cleave and Upheaval).

    Overpower's issue is more than just radius, but that it is a cone and requires a target. Moving enemies are just hard to hit with melee skills due to what are presumably weaknesses in the game's engine and netcode. Unless you were to give Overpower ludicrous range, it would never be as user friendly as the targetless 360 degree Unleash and Flash. Plus, Warrior could really use something to shake up Overpower spam a bit when aoeing. Making the above suggestions would give you a 2 button AoE combo that generates some Beast Gauge, allowing you to get more use out of Steel Cyclone and Decimate, which generally only get used with Infuriate or when you happen to have Gauge saved up from a previous pull.
    (0)

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