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  1. #1
    Player
    Sh4dow's Avatar
    Join Date
    Oct 2013
    Posts
    15
    Character
    Shadow Reaver
    World
    Hyperion
    Main Class
    Warrior Lv 70

    War: Inner release ability change

    im happy but i have realized some issue's i have after raiding these past few days with inner release ability, imo i love more fell cleaves but the time it takes to get this off with mechanics going on in fights its a bit clunky to use if i may provide an answer it would be nice if instead of dividing the cost of energy instead inner release just doubled the potency of fell cleave, inner beast, steel cyclone, and decimate. for a quarter of the time spent lining everything up and be more practical in fights while not affecting damage other than the fact that you have spike damage. in conjunction with this change i would recommend reducing upheaval to 10 rage and removing rage cost from onslaught as well as making unchained and inner release there own cool down and not share a timer these are the changes i believe would most benefit this class without breaking it. i say this as a war main and just trying to get se's attention on this matter
    (0)

  2. #2
    Player
    Soraki-Muppe's Avatar
    Join Date
    Nov 2013
    Posts
    241
    Character
    Sor-aki Muppe
    World
    Odin
    Main Class
    Warrior Lv 90
    I would also like to see IR changed, it has made us way to dependent on our burst for dps and I personally do not like it and how we have turned into a fell-cleave auto-turret. Sure we were dependent on our berserk windows in HW but not to this extreme, also cutting that window short due to mechanics was not even close to as punishing as this thing is.
    I would personally rather have seen us gain a new attack, defense or utility skill but this is what we now are stuck with.
    As an example reducing the time from 20sec to 10sec, then bump the potency of some of our skills to compensate in a way that it evens out would imho work wonders. Actually anything that would make this window smaller would be the right thing to do.
    Another example is: Cost 20 gauge (a shorter recast as well) adds effect to next skill that uses gauge. Upheaval: Deals damage as if your hp was at max. Onslaught: Increased potency. Fell cleave: Add a dot to the target called deep cut. Decimate: Adds a small damage up to targets hit. Inner beast: Increase potency and incoming damage reduction from 20% to 25%. Steel cyclone: Decrease the damage done by targets. This example would demand an increase in potency to other skills in order to compensate.
    (1)

  3. #3
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Doubling the potency of fell cleaves would be a major dps buff, since instead of doing 6x500 = 3000 potency over 6 gcds you'd be doing 3x1000 = 3000 potency over 3 gcds, and you can use the remaining 3 gcds for other stuffs, unless you attach some sort of penalty that prevents you from using anything over the next 3 gcds, something like 7.5s pacification (LOL).
    (0)

  4. #4
    Player
    Takamorisan's Avatar
    Join Date
    Sep 2013
    Posts
    240
    Character
    Takamori Maruyama
    World
    Behemoth
    Main Class
    Marauder Lv 90
    Quote Originally Posted by aleph_null View Post
    Doubling the potency of fell cleaves would be a major dps buff, since instead of doing 6x500 = 3000 potency over 6 gcds you'd be doing 3x1000 = 3000 potency over 3 gcds, and you can use the remaining 3 gcds for other stuffs, unless you attach some sort of penalty that prevents you from using anything over the next 3 gcds, something like 7.5s pacification (LOL).
    7.5 pacification...

    People died for less.
    (0)

  5. #5
    Player
    Soraki-Muppe's Avatar
    Join Date
    Nov 2013
    Posts
    241
    Character
    Sor-aki Muppe
    World
    Odin
    Main Class
    Warrior Lv 90
    Quote Originally Posted by aleph_null View Post
    Doubling the potency of fell cleaves would be a major dps buff, since instead of doing 6x500 = 3000 potency over 6 gcds you'd be doing 3x1000 = 3000 potency over 3 gcds, and you can use the remaining 3 gcds for other stuffs, unless you attach some sort of penalty that prevents you from using anything over the next 3 gcds, something like 7.5s pacification (LOL).
    If we take the OP suggestion and instead do this.
    A 60% potency increase leaving a fell cleave at 800 potency during this window, 800x3=2400, now for those remaining gcd we are highly likely to do one of our combos, either 150+190+270=610 or 150+200+280=630.
    The 3 fell cleave gcd will do 2400 and our other 3 gcd will take this to either 3010 or 3030, a tiny potency increase of either 10 or 30 while shortening the main burst.
    (0)

  6. #6
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    You also need to take into account the extra gauge generation by the combo too. By doing a combo instead of the non gauge generating fell cleaves you have 20-30 extra gauge, which may translate into 100 potency gain as onslaught.
    (0)

  7. #7
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    They could turn fel cleave into a charge up attack that makes potency based on how much fel cleave gauge you put into it. It would need atleast 2 more animations for it though for how much charge you put into it to make it "look" more powerful at different charges. We could charge while moving and maintain charge once beastgauge hits 0 but cannot continue charging. I'd say an animation for like 1-49 charge that is our current animation, and then 50-79 for next tier animation, and then 80-100 for our strongest tier with a powerful looking animation? Moving while charging would probably be alot less clunky and give you some time to decide when best to use the OGCD.

    Inner release could give us unlimited beastgauge for its duration and then end with 0 gauge or... maybe grant some extra kind of potency? Faster charge with half the cost?

    Don't really hate the new fel cleave cannon we have become but there are times I use it at a wrong time or something goes wrong and for whatever reason I don't get all the cleaves off but maintaining a charge of it till able to use it again would be neat.

    I guess the charge system would be similar to the attacks the samurai enemies use in stormblood.

    Don't really know, just throwing something that came to mind out there.
    (0)

  8. #8
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    I honestly like the way things are now, and think this is a dangerous change to propose. I think the fact that Warriors have 20 seconds to do their thing actually adds to the challenge, and makes it interesting. Whereas if (let's say) Inner Release just doubled the potency for the next 3 beast gauge attacks, we'd just Fell Cleave -> Infuriate -> Fell Cleave -> Fell Cleave... and that would be it. Back to another 2 minutes doing the same thing we did since level 54 when we got Fell Cleave. It would be boring.

    The way it is now, you actually have to think when the right time is to pop Inner Release and make sure you get the most of it. The third savage fight now is a perfect example of this. If you pop Inner Release at the start of the fight, you're taking a huge risk. Ideally you won't get chosen with a mark, and get to do your maximum damage rotation... BUT if you get marked, you'll get stunned and your rotation will be ruined, leading to a massive drop in DPS. OR you can save Inner Release until AFTER she's done with her attack, and still end up with high DPS.

    If it was just "herp derp pop Inner Release do the same thing every other Warrior will be doing", the class would become boring to play.
    (1)

  9. #9
    Player
    Soraki-Muppe's Avatar
    Join Date
    Nov 2013
    Posts
    241
    Character
    Sor-aki Muppe
    World
    Odin
    Main Class
    Warrior Lv 90
    Rant incoming.

    I really do not think a lot of planing went into this skill, seems like SE was out of ideas around the lvl68 WAR skill and this lack of ideas went further into our lvl70 skill.
    Person 1: So we gave WAR this lvl68 skill that has a cool animation, what should we do with their lvl70 skill? A new attack or something else?
    Person 2: We can give them another skill with a cool animation, one that let them spam Fell cleave, they seem to like that.
    Everyone: What a great idea.
    IR sounds good on paper but is in reality not that great, it is lazy design plain and simple. IR is not some lvl70 blessed skill bestowed upon us by greater beings, it is a damn curse that does nothing beside making the optimal dps rotation overly complex as it allow us to spam our lvl54 skill until I want to puke at the blasted thing.
    Why not just give us a new attack instead? One that did different things based on our stance? I would take that over this damn mess any time of the day. Or perhaps make it into a skill that changed how the next beast gauge costing skill worked... but I guess that would turn us into a 1-trick pony or easy mode tank that just repeated what we did at lvl54, better to spam said lvl54 skill and then go back to what we did at lvl54 until the next window of spam arrives.
    (0)
    Last edited by Soraki-Muppe; 07-24-2017 at 11:18 AM.

  10. #10
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    One interesting thing that I've noticed about the new WAR...

    As long as I get the IR+Zerk window right, what I do in the remaining 100 seconds barely effects my DPS at all. I'm not a WAR main so I don't put the same kinds of pains into optimizing it, but generally I see almost no difference between a fully optimized rotation and one where I just yolo zerk/upheaval/onslaught in between IR windows. Again I could be dead wrong, but it seems like WAR's rotation is only convoluted and clunky if you try and maximize the entire 120 minute rotation, and if you don't, but you still do the IR+zerk window right, it seems like your DPS barely suffers at all, at least in my case.

    I guess what I'm saying is from what I've noticed, unless you're trying to meet an absolutely brutal DPS check, you can afford to play the job in a slightly more fluid fashion in between IR windows and not suffer much for it. Could probably save people some stress.
    (0)
    Last edited by SyzzleSpark; 07-24-2017 at 03:29 PM.

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