DELETESHAKEITOFF
DELETESHAKEITOFF
1. Stance change penalty is junky. I could understand 20, but 50% is just silly.
2. Inner Release and Unchained should not share a cooldown.
3. Onslaught either needs its potency upped or Beast Gauge cost removed. It's hard to justify ever using it 80% of the time, no matter how cool it feels to use.
4. Shake It Off is completely useless. Literally anything else would be better, I don't even care what it is.
5. If you're going to remove all of our utility to the party as a whole, leave our damage intact.
Upheaval is cool. I'm fine with that as is.
Any minor potency buffs to Fell Cleave, Storm's Path, or Butcher's block (with the latter two's contribution to the Beast Gauge) should run secondary to the above. I'm also fine with Unchained being limited to after engagements start provided the rest of this gets addressed in some form.
Last edited by SnakeLinkSonic; 07-06-2017 at 11:30 PM.
1. Make butchers block give 20 wrath.
2. Halve the beast gauge when switching stances but not below a max of 30.
3. Make Onslaught cost free.
4. Shorten recast timer on Inner Release to 60 seconds to line up fell cleaves more. Or boost the potency of fell cleave to make saving 6 more rewarding.
5. Tweak Thrill of Battle to ALSO give nearby party members an increased HP pool by 10% and restore ITS same amount to party member
6.Increase potency of both Decimate and Steel Cyclone
7.Change Shake it Off to an ability that prevents any detrimental effects/vulns from afflicting the player in a small window and removes what it says it originally does(holmgangs bind included)
No half-measures please, remove the stance change penalty entirely; it is pure cancer.
truth is, we still don't know what they have in store for us for skills like shake it off to become useful but i still dont think it will be such a game changer in the long run.
Anyway here's what i would like for WAR as it is now:
1) Shake it Off - if it has to be an esuna at least add an effect to it,i mean anything from a damage reduction to an hp restore for every debuff that was lifted.
2) Onslaught - i found some uses so far but i still find Tomahawk better since i prefer to waste some of my TP than 20 gauge. So yea reduce its gauge if not nulify it.
3) Unchained - IR share is a big mistake not to mention even if we decide to switch to deliverance it makes it much harder to start a fel cleave sequence.
4) Berserk - I would like it's old version of 50% atk power if not more with a 6-7 sec pacification so we can shake it off???
5) Low blow - add some potency.
Looking forward to next class balance adjustmens...
Last edited by TallonOverworld; 07-05-2017 at 03:17 PM.
Posted this in the other thread but deleted it to post it here since it seems more appropriate.
I don't think WAR's stances should go back to being free, they should cost *something*. Yes there were penalties but there has never been any substitute for the badassery of switching stances off the GCD, and while it wasn't instant mitigation to hop into Defiance, WAR's CDs are so numerous and short in recast that it was hard not to have something ready unless you were playing poorly.
Here's what buffs I would give to WAR:
1. Make Unchained, Inner Release, Onslaught, and Upheaval cost 15 gauge instead of 20.
2. Unchained additional effect: Increases Path gauge bonus from 20 to 30.
3. Make Defiance and Deliverance cost a flat 30 gauge and have Defiance additionally heal you for 20% of your maximum HP.
4. Buff Berserk back up to 50% attack power and increase its recast time back to 90s. Still no pacification.
5. Get rid of the Infuriate recast mechanic. In its place, lower Inner Release/Unchained's recasts to 90s to line up with Berserk.
6. Increase Shake It Off's recast to 180s and have it completely block ALL detrimental statuses, similar to Hallowed Ground but without the invincibility. 10s duration.
7. Swap the levels at which you learn Storm's Eye and Storm's Path so WARs don't have to wait until lvl 50 (!) to get the old Maim buff.
I think switching to deliverance ought to be free. I don't think the other two tanks have to deal with their dps attacks gated behind a dps stance right?
Have a flat cost on switching to defiance. I don't care because I'd burn all rage while in deliverance anyway.
I'm okay with unchained and inner release being on the same cooldown. But can we get a cool effect for unchained?
Change the lvl 64 trait to lower infuriates cooldown to a flat 30 secs.
No rage cost on onslaught. Take away the damage, threat, increase the cooldown, I don't care. Just take the rage cost out.
Change shake it off to a self heal over time or whatever. It's too useless as it is right now. Someone suggested thrill of battle or whatever for pve increasing party hp. I think it's a good idea.
If wars are gonna bring no utility, they ought to bring more dps like sam.
Just to clarify, by cool effect on unchained I meant cool graphical effect.
Honestly, the biggest problem with war is with the beast guage. It takes what feels like a long time to build it, and to lose it on switching stances or on a gap closer that drks get for free feels really, really unfun.
If one of the reasons why switching stances costs beast gauge is cuz infuriate is there to give the lost beast gauge back, then get rid of infuriate. Or make it cause the next fell cleave to crit or ib to heal or mitigate more or whatever.
If the immediate generation of gauge is the reason for the cost of switching stances, then I'd rather infuriate be changed. I ca live with just 4 cleaves. I'd even prefer it.
Will add my opinion too to what I would like changed:
1. No stance-swapping penalty (if trying to force tanks tot nak in tank stance, then add a damage up penalty on Sword Oath, Defiance, and Blood Weapon),
2. Allow Onslaught to generate 10, but remove the enmity and damage.
3. Infuriate out of Combat
4. Add 10 BG for Vengeance, Raw Intuition, and Berserk,
5. Remove shared cooldown for Inner Release and Unchained
6. Turn Shake It Off into something useful.
7. Allow Equilibrium to not be affected by stances.
8. Give Bloodbath back.
Blood Weapon is gated behind Grit which is a pretty big deal. On average it is about 336 potency worth of mana before you even factor in the attack speed increase. PLD doesn't have anything gated behind a DPS stance other than AAs, but then again, nothing in PLD's rotation is ever exempt from the Shield Oath penalty, most notably Holy Spirit which is a measly 365.5 potency in Shield Oath, compared to Inner Beast which is an effective 437.5 potency and Bloodspiller which is 520 potency after factoring in Grit.
I just want to point out that both Inner Beast and Steel Cyclone deal more damage then Fell Cleave and Decimate would if they were usable in Defiance. I don't think anyone ever stops to consider this.
Inner Beast - 350*(1/.8) = 437.5 potency
Steel Cyclone - 200*(1/.8) = 250 potency
Before, Inner Beast was 300/.75 which is 400.
Fell Cleave (if it was usable in Defiance) - 500*.8 = 400 potency
Decimate (if it was usable in Defiance) - 280*.8 = 224 potency
So... you're actually gaining higher potency attacks relative to the rest of your rotation in Defiance....... hmm.
Last edited by SyzzleSpark; 07-05-2017 at 05:34 PM.
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