Jojarth's idea on reworking Inner Release gave me an idea as well. Instead of halving beast gauge cost, it could grant +20 gauge on all TP costing abilities instead. Adds a whole new dimension to game play by allowing abilities that normally do not generate gauge to do so.
In any case, I would also echo what others have said and have Inner Release and Unchained be on different recast timers OR have them share the same recast, but on a lower CD. On top of this, I would add a buff to both of them that lets you ignore the stance dance penalty while any of these buffs are running.



I guess I'll throw my hat in the ring, too.
- Allow Heavy Swing to generate gauge. This would help with fluidity in resource generation. Currently, gauge generation feels staggered and...jerky, for a lack of better words.
- Change Onslaught to cost no gauge. Change it so that you can't use it when right next to the mob, and allow it to generate 20 gauge. This way WAR has a gap-closer that gives it a head-start on resource generation at the beginning of a fight (likewise, it gets a small boost in generating gauge on fights with multiple targets or big telegraphs that require the tank to run away from the mob). Might also help alleviate the fact that Infuriate cannot be used out of combat. You lose an oGCD skill, but that can be dealt with in other ways.
- Unify Steel Cyclone and Decimate. The lv60 WAR ability should not be a copy of Steel Cyclone with higher potency, and all of Decimate's properties can be baked into Steel Cyclone upon getting Deliverance. In addition, this opens up a slot for a new lv60 ability, or allows for Decimate to be repurposed (like, say, into an oGCD skill that consumes gauge).
- Buff Shake It Off. I'm of the opinion that this skill should be the WAR's status removal tool. I'm tempted to suggest giving SIO a bonus for using it to remove status ailments. Could be something like a short-duration damage boost, a decrease in damage taken for a short time, or generating some gauge. The downside to this, though, is that it would encourage WARs to stand in stuff they're not supposed to.
Non-sequitur:
Re: Stances
My feelings on this are well-known, but I can give suggestions on the matter.
- Remove stance bonuses: This mostly applies to Defiance, which means WARs would lose the extra HP and extra healing received. If nothing else, this is to emphasize that stances are meant to determine how your other skills work rather than being about survivability.
- More skills that work differently between stances: This shouldn't be limited just to Inner Beast/Fell Cleave/Steel Cyclone/Decimate. The Equilibrium approach should be used for a lot more MRD/WAR skills (Berserk, Vengeance, Maim, and Storm's Path come to mind).
- Facilitate stance changes: If this is really the direction we need to go, then WAR needs a skill that does something and switches the stances. Use skill while in Defiance, mob receives some effect and you're now in Deliverance (and vice versa).
- Tie mitigation to combo bonuses: If we remove the extra HP and healing from Defiance, we need to put that mitigation back in through other means. I'd suggest combo bonuses when used in Defiance grant stuff like increased HP healed, reduces damage taken by a percentage, and so on.
In short, you can have your free stance swaps, but the core of how WAR plays would need what I consider major changes. And needless to say, numbers would have to be balanced around a PLD full-timing Shield Oath.
* 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)
War has no raid utility. Way more dps is exactly what it HAS to have to be wanted in any group. Even se said so themselves when talking about why sam dps is higher, it's because the only thing they have is slashing same as war. War is the sam of tanks that doesn't do anymore damage than the other way easier to play ones. That is the biggest problem war has right now.

- Keep Stance penalty for now
- Upgrade Thrill of Battle to Thrill of War
- Address Unchained somehow
WAR needs utility more than anything.
Last edited by DWolfwood; 07-09-2017 at 07:46 AM.
As a WAR main since patch 2.45, I hate the current stance penalty for switching on Warrior.
Outside of unlucky / poor management of Inner Release, why is it possible to end up with a gauge value that is not a multiple of 10, given that WAR can only generate and spend gauge in increments of 10 (again ignoring Inner Release)?
i.e. Build gauge to 30, switch stances, and you now have 15 gauge. You can't spend that 5 gauge on anything, so you're effectively losing 20 gauge from that swap. If you then switch once more, it drops to 8(!), which might as well be zero as far as our gauge spenders are concerned.
Regardless of what other changes they make to Warrior from 4.05 onward, this issue needs to be addressed ASAP.
It's clunky, it's not fun, and it goes against their Stormblood mantra of simplifying core job mechanics.
Unpopular Opinion Time
Having thought about it a bit, I think I would be okay with WAR's stance change being on the GCD(!) and costing a fixed amount of TP (100?) rather than the current cost of halving our gauge. This would allow us to Inner Beast from Deliverance two GCDs out without losing any gauge. This would be a predictable and fixed cost, as with PLD and DRK stance changing. You could still switch stances between pulls in dungeons without much cost, similar to PLD and DRK, while still impacting you mid-pull. This would force WARs to think about when and how to use Equilibrium (do I use it to make up for the stance swap TP loss, or take the TP hit to regain health?). Finally, it would continue to dissuade WARs from repeatedly stance dancing.
While this would make stance dancing on WAR a bit clunky, I personally feel that the current iteration of the stance swapping penalty is even worse.
However, given that Shield Oath and Grit each give PLD and DRK an immediate defensive benefit unlike Defiance where the extra max HP granted needs to be healed to become relevant for mitigation, I would also be happy leaving WAR stance switching off the GCD, but incurring a larger TP penalty (150 TP per swap?).
Last edited by mcspamm; 07-07-2017 at 02:18 PM. Reason: Char limit, formatting

I'll repost what I posted deep into another warrior thread a while back.
Onslaught (while really fun to use!) is just stupidly designed, and that stupid design influences everyone's ideas of how it should be balanced as well. Like brutal swing('s replacement) is now, it should have no place in any rotation. It is a very thematic reactionary movement ability that should be used to let the warrior hurl himself across the battlefield at will.
I would change it in the following way:
- No cost. A BG cost on a reactionary ability screws up the rotation and it's worthless in any serious content even if you did make up the immediate potency loss.
- Same(ish) cooldown.
- Make the damage miniscule, like 40. I'd say none, but the animation indicates at least some damage. The next point deals with this.
- A minimum range (6 yalms?). This prevents that 40 dmg from having any effect on your rotation, which the devs rather stupidly tried to solve with the BG cost. No one is going to take the time to run back and zoom in again for 40 potency. The range can be adjusted to insure it would always be a loss.
There you go, now the warrior has a thematic charge ability that is only used for movement instead of a useless ability just sitting on the hotbar annoying us. That's Shake It Off's job! Bonus, it can be used to charge INTO combat! And maybe even give back some of the Warrior feel you bungled up so badly in 4.0.

Because making these abilities high enough potency to be part of a rotation (oGCD spam) is not good design. Then you will not have them when you need to use them as they're intended. It is the DRK ability that is poorly designed, not mine (assuming it's oGCD, I'm not familiar). *edit* Some quick googling reveals that Plunge is indeed used as oGCD spam so it also needs the minimum range treatment.
But you're right I guess, it is probably possible to make their potency decent when you have the minimum range to prevent making them a oGCD spam ability. If you make it too high you'll have people running out to charge back in again as part of their rotation though.
Last edited by Rhyn; 07-07-2017 at 06:49 PM.
If it had zero cost in beast then yes I would use it oGCD whenever there was no reason to save it, most of us would save it if we needed to pick something up with it. Personally I see no problem with allowing WAR to use said skill whenever it is off cooldown for zero cost in beast gauge, it would be our one and only oGCD offensive skill that cost no resources.
In that case I would rather see them make this a role skill and give us something else instead.
Last edited by Soraki-Muppe; 07-07-2017 at 07:25 PM.
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