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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    You guys are misunderstanding.

    Inner Beast is tuned and balanced in such a way that you still have an attack that does proportionately high DPS relative to the rest of your skills while you are in a given stance.

    For example, lets say that a Fell Cleave in Deliverance is 500 potency and an auto attack is 100 potency. So you have a big nuke attack that is 5x more powerful than an AA.

    Now in Defiance, your AAs deal 76.2 potency (factoring in the Defiance penalty plus the loss of the 1.05x modifer of Deliverance). Inner Beast is now your big nuke attack, and it deals closer to 6x your AA potency, and proportionately higher relative to the rest of your GCDs.

    Relative to that potency and the potency of the rest of your GCDs, Inner Beast is actually a higher increase over the average Defiance PPGCD than Fell Cleave is an increase over the average Deliverance PPGCD. This is why I said that saying that WAR just loses the Damage of Fell Cleave completely in Defiance is fallacious. You don't switch to Defiance and that GCD is just gone from your rotation, its just replaced with IB, which appears based on what math I have here to be just as much of a DPS gain while you are in Defiance. So I don't believe it is accurate to say that it is "gated by Deliverance".

    tl;dr Inner Beast is roughly the same if not a higher increase to Defiance's PPGCD than Fell Cleave is to Deliverance's PPGCD. So the DPS loss isn't the loss of Fell Cleave, its the loss inherent from Defiance across the board, so to want to do away with the former is basically to want to do away with the Defiance penalty altogether, across the board, which I found ridiculous.

    Ideally, what they should do is add an effect to Unchained that speeds beast gauge generation or slows its consumption relative to Inner Release.
    (0)
    Last edited by SyzzleSpark; 07-05-2017 at 07:33 PM.

  2. #2
    Player
    Baci's Avatar
    Join Date
    Aug 2013
    Posts
    245
    Character
    Baci Asciar
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by SyzzleSpark View Post
    snip
    While maybe yes. Thats not what you said before. People just called you out on the math on IB/SC which is wrong
    (3)

  3. #3
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Baci View Post
    While maybe yes. Thats not what you said before. People just called you out on the math on IB/SC which is wrong
    How was it wrong? In Defiance IB is effectively a 437.5 potency attack relative to the rest of your GCDs, is it not? and there's no indication or assumption to base the idea that Fell Cleave would ignore the damage penalty on.

    It would be like asking for Blood Weapon to be useable in Grit and also to have all of Blood Price's effects tacked onto it. It didn't make sense to me.

    Anyway, sorry for the confusion. For a tank with no utility now, WAR should hands down be dealing noticeably more damage. I just didn't think the argument for Fell Cleave not being gated behind Deliverance made sense or that it would fix the problem.
    (0)

  4. #4
    Player
    Noha85's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Noha Wholgan
    World
    Moogle
    Main Class
    Marauder Lv 65
    Tbh i will go back to stack system...but i know will not happend,anyway defo need some love,atm no matter what people say War dont bring anything,not even best dps of the 3 tank.

    Change need:
    - Stance penality gone or reworked,like make us keep the rage up to 50?lose only the "extra" one?that way at least if you swap you still have enough to do an action.

    - Need utility,path will never come back now and slashing is on ninja/sam rotation now.
    Some suggest Thrill of battle like in pvp,i do agree,will work like an hp shield for party,but change Thrill not in place of Shake it off.

    - Shake it off gone,give us a party buff,crit buff?10%?just something that have some use.

    - Path combo potency have to go up,at least as eye if not even as BB,and BB give 20 rage,path combo when OT,BB combo when MT.

    - I would love even hp recovery effect on Steel cyclone,since we lost bloodbath.

    - Unchaine and Inner Release not share recast time, no reason, simple kill Unchained skill atm.

    - Onslaught no rage cost or double potency,maybe even a mix of those can work? 150 potency/10 rage?

    - Infuriate outside battle, to avoid the stack rege before pull can simply add the old 30 second timer since you cant do anymore generate rage whit RI and Vengeance.
    (1)
    Last edited by Noha85; 07-05-2017 at 09:43 PM.

  5. #5
    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 TallonOverworld View Post
    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:
    The only want the SKILL can be useful as it is is for it to be like an ultimate cleanse that removes all rebuffs even ones that can't be removes by sauna. Cause right now it works on seriously NOTHING which is a HUGE problem since it's a SKILL we get this late in the game. I mean warrior really only got 1 skill this expansion, upheaval. Shake it off is absolutely useless, internal release straight up replaced unchained caused your never gonna use that again while it shares the same CD, it's too large of a dps loss. So warrior just lost a lot of stuff and outside of upheaval got zip in return.
    (1)

  6. #6
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Hey I used Shake it Off today on Exdeath because the healer refused to Esuna Doom :^))))))))
    (1)

  7. #7
    Player
    Alphras's Avatar
    Join Date
    Aug 2011
    Posts
    416
    Character
    Rojer Alphras
    World
    Phoenix
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Takamorisan View Post
    Hey I used Shake it Off today on Exdeath because the healer refused to Esuna Doom :^))))))))
    OP skill saves WAR from certain death. You heard it here first.
    (7)

  8. #8
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    628
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    I would prefer it if they would get rid of the stance penalty, give us utility, remove Shake it Off etc., but those points have already been brought up enough so I won't spend a lot of time just repeating them. I have a few ideas for what they could do if they really don't want to go back on the 4.0 changes.

    If WAR isn't going to get any utility at all and doesn't get the gauge penalty removed, both stances should be supercharged to make it feel worth the penalty of either losing gauge or just being locked out of 4 skills. In Defiance, WAR would need a big boost to sustain, maybe from a slight mitigation increase but preferably from better self healing. 4.0 PLD's healing is ridiculous compared to even 3.0 WAR. IB could easily go back to its original 300% on top of keeping the mitigation. Path needs a huge healing boost because honestly, it's incredibly underwhelming and unnoticeable. Boost it to 200-300% and even then it wouldn't be overpowered because it doesn't actually get used that often. Equilibrium should get a boost, especially because its potency isn't affected by Defiance/Convalescence. Speaking of Equilibrium, make it a healing skill in both stances. The TP is useless in single target and we don't want to swap stance in aoe now. Basically, give Defiance big boosts so that tanking actually feels good even when locked out of your hardest hitting skills.

    For Deliverance, if WAR isn't going to get any utility at all, it should just get a huge dps boost. Enough that WAR would be on the level of a STR tank even when we're locked out of using them. Put DRK at some halfway point between PLD and WAR because it has some utility.

    My preferred change for Shake it Off is to replace it with Thrill of War, but if it's not going anywhere it should get a huge buff: it should work on every debuff in the game. Paralyse, vuln up, damage down, stuns, poison, tankbuster stacking debuffs, Lakshmi's pvp confuse, even Weakness. Whatever negatively affects the WAR should be removed. I don't think that one person having this would make it much easier to clear fights, but it would be nice to be able to sacrifice a WAR to a mechanic, then they just get up, Shake it Off, and go back to whatever they were doing before.

    I'm sure none of this is balanced, but the idea is to make both stances feel great for different reasons so that you're fine with being stuck in one stance (or so that swapping to Defiance doesn't just feel bad because you lose gauge).
    (0)
    Last edited by Launched; 07-05-2017 at 10:15 PM.

  9. #9
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Although I prefer 3.0 Warrior state(as do we all) as opposed to 4.0. The 4.0 complexity in rotation is something I've ironically always desired.

    My personal preferences might be strange but I believe would be more enjoyable. To me anyways.

    Defiance/Deliverance - Change cost from 50% gauge to 250 TP. In Single Target, Warrior has never suffered any TP problems due to the IB skills being costless GCDs. Yet they also possess an Invigorate-lite skill when PLD and previously DRK had trouble maintaining their own TP. This would truly make Equilibrium a trade-off skill wherein you would need to use it's TP equivalent if you intend to stance swap alot or stance swap with low resources.
    Global Change: Sword Oath and Deliverance is always active. Shield Oath and Defiance remove Sword Oath and Deliverance respectively and apply their own stat bonuses in place. Stance change is now a one button press.

    Onslaught and Upheaval: Unchanged.
    Upheaval I won't need to comment on since it's a good skill if not bland. But Onslaught is an interesting skill. At face value, it is a horrible trade-off of beast gauge for it's effect. But the 100 potency is infact quite splendid because in a Storm's Eye+Storm's Path rotation, you end up with overflow of IB and can burn it off on Onslaught as opposed to Storm's Eye+Butcher's Block. Doing Path and Onslaught would net you a plus + 20 potency over the latter. It's a micro optimization I enjoy that also sacrifices your ability to do a 1000 Enmity Pot snap aggro+gap closer if you burn it for the minor potency increase. A small tradeoff, but one that wouldn't make you cringe as much as you would if you had to press Defiance.

    Shake it off your bar. Too OP or Too UP. Bad concept, bad skill.

    Unchained/Inner Release: Lower Inner Release's CD to 60 or 90(Give me back old Berserk).
    Unchained: Does not share a recast timer with Inner Release. But costs 100 instead of 20.
    Why 100? Because Unchained is the biggest DPS increase button that also grants you the buff of Defiance(The HP and the Aggro). It is worth more than 2 Fell Cleaves if you have to use it for the full duration. This one isn't really a big deal but Inner Beast and Steel Cyclone are upgraded under Unchained: Fell Beast(500 Pot, 100% Lifesteal, 20% Mitigation for 6 seconds) and Steel Decimation(280 Pot, x6 enmity modifier). The last section is possibly over the top but it is fun to think of.

    And lastly, Global Change to Tank Stance and maybe cooldowns. I don't have creative ideas or flavours but I want to present a concept moreso and you will know what concept I will be referencing.

    Tank Stances: Grant a Shield to self that equals to 10% of your maximum HP. When this Shield expires, grant 50 beast gauge/blood gauge/oath gauge.
    Cooldowns: Inflict 50 pot of damage to enemies when hit.

    Incase you don't understand: Make using cooldowns and Tank Stances rewarding. Because that is frankly all I want tanking to be. I want more DPS as a tank not just because it's about the big dick DPS numbers and I'm frankly tired of that narrowminded generalization. I want to be rewarded for playing the class well and that for doing so, to have an actual impact. I desire that skill gap.

    All in all, as a retired Tank Main I am heavily disappointed by the direction that Stormblood is taking tanks. My axe will always be in my heart, but until SE quits fudging around with tanks after promising Balance for the price of a new tank, that is where it will stay. Hopefully 4.05 won't be a disappointment.









    Did I mention how wet The Blackest Night and its very concept makes me?
    (1)

  10. #10
    Player
    MerleSirlos's Avatar
    Join Date
    Jun 2015
    Posts
    70
    Character
    Fuyuki Gunji
    World
    Louisoix
    Main Class
    Marauder Lv 90
    I don't mind the idea of the gauge cost to change stance, but please round it up/down to the closest multiple of 10.
    The combos are fine as they are too.
    Upheaval is good, potential for high attack in tank stance, that's nice.
    For Onslaught, I get that the bad cost/damage is to avoid using it as soon as it is off cd, but most people just don't want to use it then. So make it cost free and do 0 damage, increase enmity to compensate too.
    Shake it off, I really like the idea of a self esuna, but with all healers having access to esuna it's useless. or you need a fight where only the MT/OT gets multiple debuffs at the same time to make it worth a warrior using it instead of a bard/healer cleansing it for you, but that would make warrior mandatory so never going to happen. So why not make it a party debuff removal? scholar already can do it, so shouldn't be too bad for a warrior to be able to bring some needed utility too. Another option is shake it off removes any debuff, even the ones esuna cannot remove, but with longer cooldown (but that might be too powerfull then)
    Inner release, I don't mind the shared CD with unchained if the cooldown is lowered, right now it's too long. It's nice to start a pull with unchained berserk and get a very good aggro lead, but most of the time, by the time I am ready to use Inner Release, the boss is pretty much dead in dungeons...So better use Inner Realease directly and not use Unchained, which is a bit sad :/
    (0)

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