Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 38

Hybrid View

  1. #1
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Tank damage should be inversely proportional to their utility, but we have this bizarre scenario where WAR parses only barely higher (largely because built-in slashing debuff on dummies) despite having ZERO utility.

    Outside of damage numbers, I'm still disappointed by the fact that the issues with Onslaught and Unchained haven't been addressed. I understand what BluexBird was saying about Onslaught having a use in the IR burst rotation, but I feel like that's a rather crappy way to justify the state of an ability that's supposed to be fun rather than just another OGCD to toss in. Unchained is still total garbage because it muscles in on WAR's burst rotation, which again is literally the only thing it brings to the table, and is yet another reason why IB is the only reason anyone would even *touch* WAR's abysmal tank stance.

    Steel Cyclone's lifesteal is also a sad joke, and doesn't actually aid his self-sustain in any meaningful way.
    (2)

  2. #2
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,423
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Well, time to make a list:

    EVERYTHING WRONG WITH WAR

    - Tank Stance is weak compared to other tanks, mainly due to SC in giant mob pulls not healing comparable damage to DRK's DA+AD sustain.
    - FIX UNCHAINED.
    - WAR cannot Shake It Off as easy as the other tanks do when it comes to new skill bloat. Change Shake It Off to something useful already instead of having it be a self-Esuna that isn't used for 90% of fights.
    - IR+Zerk Window is difficult as hell to set up in some raid situations, and from what I've seen from others' posts I think that there's some good ideas there to fix this since WAR needs some much-needed utility or something to boost its Damage. One idea to make it work is to have IR free up the Beast Gauge costs for Fell Cleave for 12s. The CD could be increased for this, but 120s I feel is already enough. This would allow WAR to FC 6 times and get the same damage while also allowing WAR to move more freely than it is now since the current build-up is heavily susceptible to mechanics in raid compared to the other tanks' DPS rotations.
    - RAID UTILITY OR DAMAGE. It's supposed to be considered the premiere 'Damage Tank' but if it's barely doing above what PLD can do(which is around 50-100 on an estimate) then its niche is not working.
    (1)

  3. #3
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    I'm not a WAR main but have Storm's Path do a Physical damage dealt down debuff and depending on the stance increase defense by 20% for 20 seconds in Defiance and a DoT in Deliverance and have Berserk do 50% damage while in Deliverance but in Defiance it still does 30% damage and gives Bloodbath effect.
    (1)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    If WAR had a trick attack attached to upheaval that would make it viable in a raid group I think. Not every static has a ninja so having a tank that can provide the same utility as a ninja would help. Other than that general consensus is WAR either needs a bigger dps buff to compensate for lack of utility or increase it's utility so it can provide something to the party. I'm leaning towards the latter as I would like to have that same usefulness that WAR's used to have in 3.0 when Storm's Path had the dmg down debuff.
    (0)

  5. #5
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Besides Shake it Off, I guess just raise WAR potencies a little bit if the class philosophy is to bring damage to raid or just remove Onslaught cost, that would help with a constant OGCD.
    (0)

  6. #6
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    As much as I would love to have Unchained have a separate cooldown from Inner Release, I kinda gave up on that idea when I heard some people saying that the reason it wouldn't happen, is because then, a Warriors tank opener would be "too strong". But then I started thinking about it, and it made me go... SO WHAT?! o__o In fact, this could be their raid utility. Parties might want Warriors for the high opener. Plus it ties in very well with Inner Release, seeing as how they need to build their gauge up to 100 before switching stances.

    Besides, Paladins can still use Requiescat + Holy Spirit in Shield Oath, while we're locked out of all our high damage skills. So what would be the big deal of Warriors having access to something that simply just makes their regular skills do more damage? Don't forget, Unchained doesn't affect Inner Beast, since that already ignores the damage penalty. It would simply make their regular filler skills hit for a bit of extra damage while they're tanking.

    Also, about what I said earlier, I think the main reason people are trying to change the way Inner Release works is because it's unrewarding. You have to try so hard to deal the most damage you possibly can under those 20 seconds, just to be on par with what the other tanks can do without breaking a sweat. As if that's not enough, it doesn't help that the anti-stun, anti-knockback effects don't seem to work half the time. But I also don't think that making it easier would be the solution, as that would just make the class boring. So what I'm thinking is... we really need to be compensated for how difficult it is sometimes to find the right timing during fights to pull off all our Inner Release attacks properly. And that should be with extra damage. It's hard enough as it is, I'll use V3S as an example:

    At the start of the fight, with Spellblade Holy eventually stunning you, you're forced to save Inner Release until way later. You can get an Upheaval in and build your gauge back to 100, and then after the Pole Shift, you kinda have to do an Eye combo again or your damage buff will drop off by the end of your Inner Release combo. And then Inner Release is back up... RIGHT before the dragon spawns, and you're forced to go pick it up and drag it off to somewhere else... but you also have to make sure you stay tanky enough cuz you're gonna get hit by both Waltz AND the dragon's breath which is absurdly risky to tank in Deliverance. "Oh just use Holmgang" WELL WHAT ABOUT THE WHITE FLAME YOU JUST TANKED 20 SECONDS AGO?! Not to mention if you use Holmgang and she aims Ribbit at you, you're fucked. So yeah. Then it's back up right before the book phase ends, which is nice, you can generally fit it your Inner Release combo right before it's time to turn into an animal.

    Anyways, I've been trying to clear this fight lots and from what I've noticed, the Paladins are just able to keep their damage up for so much longer! EVEN when they're tanking! Like yeah, my damage is still higher than the tank's, but I feel it should be a lot higher for how much work I put in, and that the reason it's not is because I keep having to chase after the perfect opportunity to use Inner Release perfectly, taking incredible risks in the process.
    (1)

  7. #7
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by BluexBird View Post
    Besides, Paladins can still use Requiescat + Holy Spirit in Shield Oath, while we're locked out of all our high damage skills.
    This is true, but in Shield Oath Holy Spirit eats a damage penalty and is actually weaker than Inner Beast, whereas Inner Beast with its effect is about as potent as Fell Cleave would be if you could use it in Defiance but it was effected by the penalty like Holy Spirit is.
    (0)

  8. #8
    Player
    Kothos's Avatar
    Join Date
    Nov 2015
    Posts
    32
    Character
    Kothos Dullmill
    World
    Behemoth
    Main Class
    Warrior Lv 70
    I hope they realize they killed Warrior. It's not about buffs to the Job. The new Warrior playstyle is just terrible. Who thinks it's fun to wait 2 minutes to a damage burst?
    My main issue with war is that it just feels clunky and cumbersome compared to DRK and PLD. And there is no real trade-off. Until they rework war again I will just let it rest in peace. Currently on v4 prog and there's no reason to bring war.

    In my opinion SE needs to redesign the job. My first tip. Stop doing skills locked to stances. It's terrible. PLD is great because there's no stance requirements. You just use your skils and that's it!
    (0)

  9. #9
    Player
    Kothos's Avatar
    Join Date
    Nov 2015
    Posts
    32
    Character
    Kothos Dullmill
    World
    Behemoth
    Main Class
    Warrior Lv 70
    Quote Originally Posted by FallenWings View Post
    But I guess people prefer being a i260 BLM for 20 seconds every 120 seconds?
    I'd prefer they raised fell cleave potency and delete inner release. That would be a great fix to Warrior I'm not joking!

    Imagine the current warrior, imagine there's no inner release. Bang! It's better lol
    (0)

  10. #10
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    Well, I wouldn't say they KILLED it, exactly. It's still viable - just not as rewarding. Paladins only have to wait a minute before their buffs are up again, but I wouldn't say their rotation is that much more interesting than a Warrior's. Between waiting every minute for Requiescat + Holy Spirit spam so I can then just use normal skills with Fight or Flight and then get mana back up for Requiescat again, I'd rather have the Fell Cleave spam combo, to be honest. Thing is, even with their rotation, Paladins are able to help out their teammates in a lot of tight situations. And it's part of what makes them fun.

    But I agree with you that locking skills to stances isn't doing Warriors much good. Perhaps if they made it so that Inner Beast was locked to Defiance and let Warriors Fell Cleave in Defiance?

    Quote Originally Posted by Kothos View Post
    I'd prefer they raised fell cleave potency and delete inner release. That would be a great fix to Warrior I'm not joking!

    Imagine the current warrior, imagine there's no inner release. Bang! It's better lol
    I don't have to imagine that. It's what they're like as soon as Inner Release wears off. Yaaay... so exciting... -_-
    (0)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast