Dude DO NOT EFF WITH INNER RELEASE CC IMMUNITY!
I don't want to drop combo cuz of knockback or the like! The cc immune helps so much since quite a few of the bosses have knock back now.

Dude DO NOT EFF WITH INNER RELEASE CC IMMUNITY!
I don't want to drop combo cuz of knockback or the like! The cc immune helps so much since quite a few of the bosses have knock back now.

The cc immune is not a "bonus" that could be traded for something else. It's required to make the skill reliable in long boss fights... aka the only time you really get to use the ability to its fullest.
Imagine getting knocked back and having to wait 2 minutes plus to set it up again...
I'd smash my face on my desk if that happened.
So no!
Okay I think I made that clear.... lol

Ahem, moving along...
Make onslaught free during inner release.
This way the full 6 fell cleave and upheaval combo is guaranteed. And I can weave 2 onslaughts in that time frame. Which is nice.
Or...
Remove inner release rage cost which has the same effect since it frees up 20 rage.
Let rage run over to 110. There are times when ur at 90 with SE ready, and it would be nice to just be able to combo it without needing to spend the rage, and then finish the combo.
No biggie, just qol on that one.
Over power is fine. Don't need it to be aoe circle.
Shake it off... haven't found a use for it. Even if it's gonna be useful in raids, I'd suggest changing it. Such situational ability feels wasted. Replace with some kinda self heal, a hot, or a bloodlust like ability would be nice.

Change the trait where fell cleave etc reduces infuriate cooldown.
Even when max prioritizing fc etc, infuriate still on 10 sec cooldown when berserk and inner release are not.
Maybe just reduce infuriate cd to 30 sec. So it lines up better.
Not that big a deal though...
Limit the amount of rage loss on stance switch so u always have at least 10.
I've gotten more expensive with war at 70, and I think it's not as bad as my initial reaction.
Just niggling issues here and there.
And shake bit off...that really needs to change imo.

[CO-CO-CO-COMBO BREAKER]
P4X0R10N, I'm suggesting the effects are moved to Shake it Off, an ability that seems to be intended to do just that as it's main function (but falls short because someone decided to put half the things in Inner Release.
It would be very easy to just activate Shake it Off and then Inner Release.



Only if you simply add the gauge generation and change nothing else about the skill. This is what I would do with it:
62 Onslaught - Rushes target and delivers an attack with a potency of 100.
___Defiance Additional Effect: Increased enmity
___Increases Beast Gauge by 10
___Can only be executed while under the effect of Defiance or Deliverance.
___Must be 10 or more yalms from target.
___Cannot be executed while bound.
___Cooldown: 30s.
Basically, double the cooldown and prevent the WAR from using it in melee range. In theory, this should force the WAR to use it when needed, as it would be very difficult to get enough distance to use it while tanking. And if you tried to, you'd be moving the mob and messing up your DPS, costing your raid some DPS for a measly 100 potency attack. Win-win, IMO.
Last edited by Duelle; 07-01-2017 at 08:50 PM.
Changes I would implement
- Remove cost of stance swapping
- Storms Eye now generates 20 Gauge
- Storms Path now generates 10 Gauge
- Storms Path now reduces target damage dealt by 5% for 10s
- Infuriate is now usable out of combat
- Beast Gauge depletes by 5 every 5 seconds when out of combat
- Onslaught Aggro Modifier halved
- Onslaught CD increased to 30s
- Onslaught now generates 10 Beast Gauge, using it does not cost Beast Gauge.
WAR is missing out on a lot of utility. Returning a weaker Storms Path to the kit would make the class more viable in 8 man content.
To ensure that Path is not being overused, the extra Gauge generation should be given to Eye.
Generating stacks between pulls is not a bad thing. However, to make sure WARs dont keep the group waiting for a minute to generate 100 Gauge, it should fall off before Infuriate is back up again.
Onslaught needs to be improved imho, its lackluster compared to Plunge. I consider those changes good enough as a combat initiator and extra Gauge generator.
Last edited by ovIm; 07-01-2017 at 09:27 PM.
Just fix this Job! What a horrible overall rework.
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