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  1. #31
    Player
    Alphras's Avatar
    Join Date
    Aug 2011
    Posts
    416
    Character
    Rojer Alphras
    World
    Phoenix
    Main Class
    Warrior Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    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.
    This part was wrong.

    Edit:
    To make it more clear.

    Inner Beast is a 350 potency attack in Defiance, since it is not affected by the Defiance penalty.
    Fell Cleave would be 400 potency in Defiance, since it would be affected by the Defiance penalty.
    (4)
    Last edited by Alphras; 07-05-2017 at 11:06 PM.

  2. #32
    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.

  3. #33
    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)

  4. #34
    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)

  5. #35
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    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.

  6. #36
    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)

  7. #37
    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)

  8. #38
    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)

  9. #39
    Player
    jojarth's Avatar
    Join Date
    Aug 2013
    Posts
    9
    Character
    Raid Moonblade
    World
    Coeurl
    Main Class
    Marauder Lv 100

    My thoughts as well (sorry for the length):

    My thoughts on why warriors are broken. Warning and applogies: War and Peace levels of text.

    First off, they still feel like a decent tank. But when I say tank, I mean brick wall. We seem to have a very powerful cooldown in the form of Inner Beast. If SQEX’s goal was to have warriors be a brick wall tank, they did a good job.

    I really feel like warriors are broken for a different reason. The “spirit” or “feel” of the warrior just isn’t as good as it was. I don’t mean “it’s not the best tank anymore, so it doesn’t feel right”. But I mean just the raw feeling of the warrior isn’t there anymore. Here is what I mean:

    One of the things we all loved as warriors was the Offensive tank. We have these hulking huge battle axes, we must tame our Inner Beast to keep from decimating armies, we temper our anger with our desire to protect our allies to calm the beast inside. But these days, that feeling is gone. Warrior had that feeling captured by being the undisputed champion of tank DPS in the last expansion through various means. We used offensive cooldowns to buff our defense, such as hitting Berserk to improve our HP gain through Bloodbath and inner beast and\or Unchained (if in Defiance), or using vengeance to counter attack multiple adds with bloodbath and berserk. We also used defensive cooldowns to aggressively improve our offense, such as using raw intuition to boost our Wrath stacks for more Fel Cleaves or Decimates. This was engaging gameplay, but more importantly, it fit with the warriors Aggressive Tank theme.

    One of the biggest problems with the warrior as it exists now, is that you must choose to be offensive or defensive, and once you’ve made your choice, you’re stuck with it for a while. It used to be so fluid to switch between the two, it really felt like a choice. Now, with the way beast gauge works, it feels like you must be stuck with your choice for a while longer, even beyond the cooldown for stance swapping. Before if you made 5 stacks, but knew a big hit was coming, swap to Defiance, turtle up, take the hit, swap back to deliverance ASAP. Need to stay in defiance for a while? Hit Unchained, and keep going! That choice isn’t there anymore. The resource loss is almost never worth stance dancing for a small bit of time, leading to more boring game play.

    I feel that warriors should be the king of tank DPS again. SQEX has shown that they don’t have a problem making one DPS class higher than the rest by sacrificing utility (looking at you SAM), and I feel they could bring this to the Warrior too. I don’t mean far and away the best, and I don’t mean the “Best when you consider 6 fel cleaves” either. The 6 fel cleave dream feels like it artificially increases our DPS, and the conditions for use must be perfect. I feel that we should have consistent, even DPS most of the time, then get some good Fel Cleave usage during the berserk window, but not relying on 6 Fel Cleave Dreams to keep us in the running. The Warrior needs to be powerful, but not so powerful that the utility of the paladin or dark knight are forgotten.

    Now we come to the part where I make suggestions. Many of them have been suggested before, and many of them are good. But we should go through why they are good too (in case SQEX reads this!). As I make suggestions, please remember that my goal is the following:

    1. Preserve the aggressive tank feel. We are a tank first and foremost, and many of our skills should reflect that. But we also are aggressive, and many of our skills should reflect that as well. The goal is defensive cooldowns that have offensive use, and offensive cooldowns that have defensive use.
    2. I’m trying to avoid 6 fel cleaves being the crux of our rotation. It’s dumb, especially when we can’t line it up perfectly. Instead, I focused on smoothing gauge generation, but removing the ability to get in 6 Fel Cleaves. You should still be able to get several Fel Cleaves in a berserk window, for burst damage, however, but not 6.
    3. I’ve tried to bring the feeling of the aggressive warrior around. Making it so that tanking in Deliverance is easier by allowing some threat increases in Deliverance, etc… You should still feel far sturdier in Defiance (between Inner beast and other skills), but you should be able to make the choice of which stance to utilize for any situation.
    4. Do not give the warrior any utility. IMO, the Paladin should be 3rd on damage, but 1st on utility. The Dark Knight should be 2nd on damage and utility. The Warrior should be 1st on damage, and provide little utility. Slashing Debuff is enough.

    First off, change how much gauge we lose when changing stances. Since our Defiance doesn’t really kick in until we are healed, I think a 0 gauge cost is appropriate, but when you consider all the other changes I’m about to suggest, I believe that it would also be over powered. Maybe a 10 or 20 gauge cost, based on current gauge.

    Inner Release: This skill is twofold, it’s exciting to get, but it also makes me angry. This skill is responsible for the “6 Fel Cleaves” thing, which is amazing but should NOT be the cornerstone of our DPS. If I was trying to balance this, I would make this skill a little different. Like many people suggested, I think it should no longer share a cooldown with Unchained. I think the effect needs to be different too. I would make it so that either the next Gauge spending attack recovers gauge equal to what it would have spent, instead of halves it, or that the next gauge spending attack doesn’t use gauge. Then add an HP recovery on attacks (like the old bloodbath) for the duration as well. Again, the goal here would be to make warriors DPS higher, but also rely less on the 6 fel cleave dream.

    Shake it Off: This skill would be amazing with a shorter\no cooldown, and it worked on more things. As it is, the effect is nice, but unused in so many cases, that it feels like an empty skill. In light of my inner release re-adding a bloodbath like effect, I would change Shake it Off down to 30 seconds, and change it so that our next Gauge spending attack restored HP equal to 100% of the damage done. Use this skill to double Inner Beast’s healing, or tack on Healing to Fel Cleave. Decimate for a lot of healing, or Steel Cyclone for Healing and threat.

    Onslaught: There are many people talking about this skill and I can see why. Honestly, Onslaught needs to either cost no gauge, or it needs to generate a minimum amount of gauge, but do no damage. Both are viable options. The extra threat on Onslaught is almost forgotten, and could probably be removed. If the warrior is going to be aggressive, he needs to move around the battlefield to where he is needed.

    Raw Intuition, Berserk, and Vengeance should generate gauge on use again. Keeping with the theme of using offensive cooldowns for defense, and defensive for offense. It allows us to use these skills offensively, and helps normalize our gauge with the changes to inner release above.

    Unchained should gain a special effect in Deliverance (again, when you consider unpairing Unchained from Inner Release). In my opinion, this should be the increase threat while in Deliverance to Defiance like levels. Again, this would be considering we are the aggressive tank.

    Inner Beast and Storm’s Path should have their HP regen portion brought back up to 100%\50% at higher levels. Additionally, if you use Inner Beast while Inner Beast is still active, you should increase the healing done by Inner Beast to 200%, while refreshing the timer. Maybe even lower the damage back down to 300 potency for this change, to keep things from getting out of hand.

    I feel Butcher’s Block should not generate additional Beast Gauge. Leave that on Storm’s Path. However, choice is always good. I would make Butcher’s Block ignore the damage penalty in Defiance, and generate extra threat in Deliverance. This allows people to have a choice on what combo to use (Do I want the extra DPS in Defiance over gauge generation? Do I need the extra threat in Deliverance over gauge generation?).

    Next up is accessories. Many tanks are angered by the current state of our right side. I just want to put my vote in for adding STR to Fending Accessories, but if they just added VIT to the damage calculation, that would be fine too. Just something. Right now, as other classes have their damage scale from a full 11 pieces of armor (not including weapon\shield), tanks only get a damage increase from 6. This means that every gear jump, the damage disparity between the two roles will increase. This is something that SQEX needs to resolve before too long, but it sounds like they have ideas for the next patch. I won’t lie, the fact that they said we are gearing with strength for enmity does worry me that the devs are out of touch. So let me make it as clear as I can.

    All classes are more fun with bigger numbers. Tanks DPS should not be insignificant. Doing a lot of damage as a tank is a lot of fun, just as fun as protecting your allies from danger. We don’t need to be the top of the DPS charts, but doing more DPS is a lot of fun. I hate to use “that” example, but another popular MMO has completely removed damage penalties from their tanking stances (in some cases, tanking stances all together), and it has been met with great success. That MMO has the damage intake set differently than FF14, so we can’t do the same thing as they did, but we can make it so that tanks still enjoy the feeling of HUGE numbers (just not as huge as DPS classes). Increasing our damage is fun, engaging, and it keeps us competing with threat without having to keep adjusting threat.

    My final thoughts are this: We need something for low level dungeons. The threat increase for Overpower in 4.01 was great, but it’s not enough. Right now, Paladins and Dark Knights spend Mana to hold AoE threat in lower levels. They can also regen mana at those levels. Warriors need to spend TP, but have no way to restore TP during this. The only solution I can think of this is to have Berserk half the cost of TP spending moves, and double the TP regen while it’s active, but this might be too powerful. However, it would fix our reliance on TP, but lessen the value of the TP restore from Equilibrium. I’m sure there is something else that could be done, but I can’t think of it right now.

    Thanks for reading, sorry for spelling\grammar mistakes and the length of the post.
    (5)
    Last edited by jojarth; 07-06-2017 at 01:03 AM. Reason: length

  10. #40
    Player
    P4X0R10N's Avatar
    Join Date
    Jun 2015
    Posts
    394
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 70
    Pls DO NOT make a suggestion to lower inner release cooldown to 90 secs.

    That will make things more complicated and make it even more difficult to line up berserk, infuriate ND inner release.

    With berserk at 60 and inner release at 90 they would line up every 2.5 minutes after the first use of the two instead of 2 minutes as it is now.

    Unless you change berserk and infuriate cooldown to 45 secs, do not mess with inner release cooldown.
    (0)

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