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  1. #11
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70

    Pondering Inner Release

    Quote Originally Posted by jojarth View Post
    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.
    I definitely agree with you about Inner Release. Six Fell Cleaves are overrated, and I am beginning to find it overused and stale.

    The reason I found Fell Cleave exciting throughout 3.x was because I couldn't use it all the time, so when I did drop three of them in berserk (roughly every ninety seconds), it felt good, it felt strong, and it felt meaningful.

    Inner Release has stripped those feelings about Fell Cleave away for me. Between the new beast gauge and IR, WAR can now pump out ten berserked Fell Cleaves every two minutes, which severely diluted my enjoyment in using Fell Cleave.

    The following has been said before, but I'm going to reiterate it again because it's so important.

    Unchained and Inner Release should not share a recast timer.

    Otherwise, you might as well have Inner Release replace Unchained entirely at level 70.

    ---

    Now that that's out of the way, I had an idea for reworking Inner Release which would still work with its awesome animation.

    While thinking of ways to rework Inner Release to remove the chore that is hexacleave, I was reminded of Mighty Strikes from FFXI, Warrior's two-hour ability that gave them 100% crit rate.

    Inner Release
    Increases critical hit rate to 100%.
    Duration: 10s.
    Recast: 120s. (180s with higher duration?)

    Alternatively:

    Inner Release
    Increases direct hit rate to 100%.
    Duration: 20s.
    Recast: 120s.

    This would likely be a nerf to WAR's burst AOE damage, as IR theoretically allows for six Decimates if needed.

    It might just be me, but I personally haven't found a good fight or place to use hexadecimate yet, so I don't know if I would miss the ability to do so.

    Also, while I haven't mathed out the potencies to see what the numbers would have to be on these alternate versions to not be a DPS loss, I think the concept is an interesting possible direction to investigate.
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    Last edited by mcspamm; 07-07-2017 at 02:48 PM. Reason: Char limit, wording