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  1. #1
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80

    WAR Changes Post Embargo

    Tank Role Actions: https://gamerescape.com/wp-content/u...eactionmap.jpg

    Warrior Skills: https://gamerescape.com/wp-content/u...Abilitymap.png

    Warrior Traits: https://gamerescape.com/wp-content/u...orTraitmap.png

    So things to note:

    Our combo is unchanged. Maim simply has a potency boost instead of providing Slashing debuff. Also Storm's Path now heals a flat amount rather than based on damage dealt.

    Our new AoE skill is called Mythril Tempest and extends Storm's Eye buff. It will trait to generate Beast Gauge at level 74.

    Raw Intuition
    is now a oGCD 20% damage reduction for 5 seconds action with a 25s CD.

    Its mirror ability is Nascent Flash provides self healing and healing to another target (As well as 10% damage reduction).

    Thrill of Battle now improves healing received by 20% after a trait on level 78.

    Now onto the Beast Gauge skills... Oh boy...

    Upheaval now does a flat 450 potency and doesn't scale based on HP.

    Inner Beast and Steel Cyclone no longer do anything like heal or provide a buff and simply trait into Fell Cleave and Decimate respectively.

    Infuriate now has 2 charges and grants Nascent Chaos on use.

    Nascent Chaos upgrades Fell Cleave and Decimate into Feller Cleave Inner Chaos and Decimater Chaotic Cyclone which are 900 potency DCH and 400 potency DCH skills respectively.

    This means that those lame ass animations we saw in the Job Action trailer, where what appeared to be just Inner Beast and Steel Cyclone animations was in fact our new super powerful skills.

    Inner Beast and Steel Cyclone are gone. We no longer have any defensive tools from Beast Gauge.

    In addition, we no longer have any passive boosts from having Gauge.

    We simply now only need to maintain a reserve of 20 Gauge to use Onslaught and then just press Upheaval/Fell Cleave on CD.

    Meanwhile, we'll maintain our spot as the literal best MT because Holmgang is unchanged.
    (2)

  2. #2
    Player
    SgtPepperUK's Avatar
    Join Date
    Aug 2013
    Posts
    162
    Character
    Freya Pendragon
    World
    Moogle
    Main Class
    Red Mage Lv 90
    Lemme check I got this right, we losing the HP restoration element of Steel Cyclone? Damn, one of the main reasons I love WAR.
    (6)
    Think about it, nobody wants to die, there's rules to this game son, I'm justified.

  3. #3
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by SgtPepperUK View Post
    Lemme check I got this right, we losing the HP restoration element of Steel Cyclone? Damn, one of the main reasons I love WAR.
    not really, nascent flash grants you a great chung of self healing based on your own damage, compared to DRK who loose complety his self heal power WAR still pretty decent, nascent flash looks complety broken, it's even usefull as a MT position.
    (2)

  4. #4
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Is there a reason you want to 'reserve' gauge for onslaught? Did I miss something? It's just a dash with no enmity boost that is roughly a sidegrade in damage to FC (which makes it a loss when you account for the infuriate recast from Fc for more feller cleave). Knockbacks are pretty scripted. Shouldnt need to reserve 20 at all times 'just in case'.

    Also. Arms length. Theres less reason than ever to use onslaught outside of free IR window
    (0)
    Last edited by Izsha; 05-30-2019 at 01:30 AM.

  5. #5
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Izsha View Post
    Is there a reason you want to 'reserve' gauge for onslaught? Did I miss something? It's just a dash with no enmity boost that is roughly a sidegrade in damage to FC (which makes it a loss when you account for the infuriate recast from Fc for more feller cleave). Knockbacks are pretty scripted. Shouldnt need to reserve 20 at all times 'just in case'.

    Also. Arms length. Theres less reason than ever to use onslaught outside of free IR window
    Just in case you mess up and mistime Arms Length or have some other movement required. (Maybe an add spawns that you wanna get on top of)

    Basically, it doesn't cost you anything to reserve Gauge for Onslaught since we no longer care about maintaining 90/100 Gauge, and unlike EVERY OTHER TANK our gap closer costs resources so if we want on demand mobility, we need to hold 20 Gauge in order to use the skill.
    (0)

  6. #6
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    That's still a cost for 'just in case'. That's 20 gauge that could have gone to an fc during a party buff window or delay on chaos use.

    The gauge bar has just changed from a 'keep as high as possible for crit buff' to a battery you charge to unleash damage during buff windows.

    The solution is to learn what moves knock you back and arms length them with onslaught being a specific and planned response to maneuver the battle field only when neccessary.

    Optimal play will never involve sitting in gauge 'just in case'. You hold it to store damage for burst windows for potions, buffs, etc. There may be some specific scenarios where you have less than 50 and the buff is strong enough to justify the use of onslaught dat yo wrap up a potion use, but for standard rotation it will never be used outside ir.

    With anti knockback in our toolkit now, onslaught is a last resort option.
    (0)

  7. #7
    Player
    Novak_04's Avatar
    Join Date
    Jun 2017
    Posts
    222
    Character
    Zugz Zwang
    World
    Behemoth
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Izsha View Post
    That's still a cost for 'just in case'. That's 20 gauge that could have gone to an fc during a party buff window or delay on chaos use.

    The gauge bar has just changed from a 'keep as high as possible for crit buff' to a battery you charge to unleash damage during buff windows.

    The solution is to learn what moves knock you back and arms length them with onslaught being a specific and planned response to maneuver the battle field only when neccessary.

    Optimal play will never involve sitting in gauge 'just in case'. You hold it to store damage for burst windows for potions, buffs, etc. There may be some specific scenarios where you have less than 50 and the buff is strong enough to justify the use of onslaught dat yo wrap up a potion use, but for standard rotation it will never be used outside ir.

    With anti knockback in our toolkit now, onslaught is a last resort option.
    Playing devil's advocate for a moment: What if knock backs happen more often than Arms Length is off CD? You seem pretty resigned to this possibility never occurring, so I'm curious what "optimal play" would be in this scenario.
    (1)

  8. #8
    Player
    xvshanevx's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    164
    Character
    Definitelynot Godbert
    World
    Behemoth
    Main Class
    Warrior Lv 80
    The change to Inner Beast hurts my soul.
    (7)

  9. #9
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    As I said. Its a last resort to deal with knockbacks (after you exhausted arms length). And even then, you should know pretty quickly when those knockbacks come and use gauge for that then. Not just permanently sit on gauge the entire fight. I'm not saying you will never need to reposition via onslaught, only that fights are scripted so holding resources "just in case" isnt optimal play because you should never be surprised by things like scripted knockbacks. Similarly holding gauge because you "might less up arms length" is just you playing poorly when attacks are scripted. Do you also hold onto holmgang "just in case" you fat finger vengence before the tank buster? Of course not. Holding resources just in case things go wrong is always the least optimal play. Its sacrificing resources because you didnt plan in a scripted fight. Sure you 'can' play that way, and in lower content it wont even matter. But if you are progressing in raids, you need to suck it up and learn the fight script and plan your tools around the fight. Not sit on your kit 'just in case' you screw up.
    (0)

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Izsha View Post
    As I said. Its a last resort to deal with knockbacks (after you exhausted arms length). And even then, you should know pretty quickly when those knockbacks come and use gauge for that then.
    But without reserving Gauge, that can result in you either delaying a FC during a buff window because you now have to eat into that 50 you just got up.

    Or you have to wait for up to 3 GCD's to generate 20 Gauge to deal with the knockback or add spawn or whatever sort of movement that might be required in the fight.


    Quote Originally Posted by Izsha View Post
    Not just permanently sit on gauge the entire fight. I'm not saying you will never need to reposition via onslaught, only that fights are scripted so holding resources "just in case" isnt optimal play because you should never be surprised by things like scripted knockbacks.
    The thing is... Sitting on Gauge literally doesn't impact you in any way whatsoever.

    Like, even in the worse case scenario where you're under the effects of buffs or a timed window for damage output and you generate 30 gauge only and thus are up to exactly 50/60 gauge...

    Then you just use your Fell Cleave. As its most optimal to do so.

    You just reserve your next 20 Gauge to hold for if/when you need to Onslaught again, unless you know that there are no more possible instances where you need to move for the rest of the encounter, which means you can go right ahead and spend that 20 Gauge. Since reserving the Gauge doesn't mean "Never go below 20 ever" it just means when it's not relevant to actually use that gauge, you just keep it in reserve for situations that might arise wherein you need to move (This isn't just knockbacks either. It could be an AoE you have to move out of, it could be an add that spawns, it could be the boss itself moving. In all these scenarios Arms Length does jack shit for you)

    Given that our most appropriate response to buffs is to Inner Release and not give a damn about Gauge or Infuriate and not give a damn about Gauge. Holding onto 20 Gauge "Just in case" doesn't impact us.
    (1)

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