Quote Originally Posted by Izsha View Post
Your version of warrior rewards you for passively taking damage and rewards you with mitigation and a smidge of dps. The incentives are backwards to me. Being passivly being hit shouldnt be rewarded, actively mitigating should be rewarded.
You're welcome to suggest something for a unique WAR related mitigation that can then be used to turn into DPS.

Since, I personally struggle to think of a good example. Like covering the options I've thought about:

1) I thought about having the passive Defiance generation tied to Parried attacks (Similar to Shield Oath granting gauge on Block). But outside Raw Intuition there isn't any forced Parry chances (Also, including a "Sheltron" for Parry would feel too much like copying Paladin). As well as the fact that Parry reliance makes you gimped against casters because you can't parry spells.

2) WAR is thematically about having fat stacks of HP. So something like a HP variant of TBN wouldn't work very well (Since how would you tie the "Mitigation" bonus to such a skill? Especially if your health keeps getting topped off by healers?) - To say nothing about how the gameplay wouldn't be very unique (That, and it would literally just be saved to combo into Upheaval for bonus damage irregardless of incoming damage)

3) Using Inner Beast's current 20% damage reduction. Would again present problems. How would you tie something to this damage reduction? How would it interact with other CD's being used that provide damage reduction?

4) Should WAR randomly become a "Dodge" based tank? With the massive balance issues being apparent from the fact that dodge is 100% mitigation compared to Blocking (Which is ~20% damage reduction) and TBN (Which is 20% EHP) - Which would literally secure WAR as being the ultimate Tank and push out any ideas of a 2 tank composition because they'd just dodge every Tankbuster with their active mitigation.

Quote Originally Posted by Izsha View Post
Random example, perhaps war is like rdm woth your 2 gauges and by threading the needle between rage and control (using defiance and deliverance actions in equal measure building both gauges) you gain access to inner release when they are both full or something like that. Maybe FC and IB now cost MP (to prevent spam)and give you gauge respectively. your combos give you mp back. When both gauges are full you get mega awesome IR. You are incentivised to use both sets of actions offense and defense and rewarded for not going to deep into 1 or the other.
An interesting idea. One of the reasons I posted mine on the forums was to get feedback and ideas for improvement such as this.

Though, I'm curious as to how you'd see this "Mega awesome IR" working.

Since, personally, I hope for it to not be like current IR, where it throws resource management out the window and devolves into 5x FC all the time (As well as then making up ~40% of our overall damage output so as to make the time between IR's feel like crap)

Also, I wonder in what scenario you'd ever spend MP on IB in this case. When you can gain Defiance from using BB combos (Which, if current potencies aren't changed, would deal more damage than Storm's Path combo as is the case currently. SP is only preferred right now because SP gives 20 Gauge vs BB's 10 Gauge). Wouldn't people only use MP on Fell Cleave and basically never use Deliverance combo's outside of buff maintenance?

Quote Originally Posted by Izsha View Post
Random idea, but I would like to see some way that being an effective tank actively doing defensive actions is rewarded, not discouraged as now, or just a freebie in your case.
Again, I'm open to suggestions.

It's just that WAR currently doesn't have any thematic defense mechanic that lends itself to being a rewardable action. HP Stacking, Lifegain and secondarily Parry. None of which really lends itself to a interesting, cohesive and most importantly balanced mitigation > Reward system.