Ah, I must have missed this part of the text. I didn't realize it was also protection against pulls/knockbacks.
That would push it into the niche category (Wherein it is useful, only in the situations where enemies use pulls/knockbacks, which aren't a consistently used mechanic)
Ehh... I'm not too sold on the idea of just removing Storm's Path.
Especially given that WAR's basic filler combo is already the least interesting of the Tanks because we don't weave oGCD's in as often (Nor do we have a DoT like Goring Blade to leverage into snapshots. Like how you can squeeze 2 Goring applications into a FoF usage)
I'd much rather work on a system where all 3 combos are situationally useful (More so than having an "Enmity Combo" that is for the most part vestigial. I think the only Tank job I actually choose to use an Enmity combo on is DRK because due to how Power Slash has bonus enmity as well as the DA effect also providing additional bonus enmity, it can mean that that one combo is enough to put me high enough on enmity to not care about it for the rest of a dungeon boss)
Like, PLD has Circle of Scorn and Spirits Within to weave in to their combos (As well as Holy Spirit to leverage while FoF is down - While managing MP for their Requiescat burst)
DRK has Plunge, Salted Earth, Carve and Spit and Dark Arts to weave into their combo (While managing MP. I know sometimes I find myself preparing for a burst window with just spamming Hard Slash > Syphon Strike to maximize MP gain so that DPS now is lower to make up for it with vastly increased DPS later)
WAR is just using GCD skills and maybe Upheaval if it's numerically worth it (I.e. Is HP high enough to make its damage per Gauge worth it (I.e. Are you above ~60% HP?)
I think it could be good design to have WAR put more emphasis on adapting their GCD usage in lieu of sticking a bunch of oGCD's into their kit to weave in during their gameplay.
I think the issue might end up being just how potent the reward is.
Since, you have to factor in the whole, Gauge spending aspect of the reward. IB + Reward usage isn't just competing against FC's 170 potency increase over IB (So 510 potency for 3x IB) but also competing against your FC's and general combo actions having a whopping 10% additional crit chance (With variable potency bonuses that brings due to Crit being WAR's highest weighted secondary stat) - To say nothing about the additional LB generation that crits bring.
So, even if the reward is strong... It needs to be able to compete with the advantage that basically current WAR rotation + permanent 10% extra crit chance (As opposed to now where it fluctuates between 5% and 10% due to FC usage to prevent overcapping) as Defiance's 10% parry is not a notable effect to weigh into this at all.
How so?
If it's ultimately a DPS gain to use the reward from capping both gauges, you'll simply spam your rotations and FC, until you've capped Deliverance and then spam IB as soon as you get the MP to use it until you cap Defiance.
Any saving of IB is a DPS loss as that is delaying when you get your reward from the Gauges, which is apparently supposed to be superior to overcapping with FC's.
You can't even substitute an IB during your Deliverance building either, because it will be a DPS loss to not have that full 10% crit chance bonus up as soon as possible.



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