Still would be nice if every crit buff in the game actually did something with War inside IR instead of “increasing rate”

			
			
				Still would be nice if every crit buff in the game actually did something with War inside IR instead of “increasing rate”
Having raided as all three tanks in Stormblood and working on maxing them now, I think the major disappointment has less to do with WAR, and more to do with DRK and GNB being so new and flashy. PLD mains are complaining about their class being underwhelming even with new animations like Confietor, Atonment, and Prominence. Those two tanks were already in a good place so there wasn't really a need to change what they had, so they just gave them a bit extra.
EDIT: Also to say that Paladin has become more complex is actually hilarious. Instant cast Holy means you no longer need yo slide cast, so that minor bit of complexity is gone. Their rotation changed from 2x Royal Authority to Royal Authority + Atonement x3, and their casting phase turned from 5x Holy Spirit to 4x Holy Spirit + Confietor.
Last edited by Amon-ster; 07-11-2019 at 02:02 AM.





			
			
				PLD is not more complex, however, it is more complete, and the main thing, more fun.Having raided as all three tanks in Stormblood and working on maxing them now, I think the major disappointment has less to do with WAR, and more to do with DRK and GNB being so new and flashy. PLD mains are complaining about their class being underwhelming even with new animations like Confietor, Atonment, and Prominence. Those two tanks were already in a good place so there wasn't really a need to change what they had, so they just gave them a bit extra.
EDIT: Also to say that Paladin has become more complex is actually hilarious. Instant cast Holy means you no longer need yo slide cast, so that minor bit of complexity is gone. Their rotation changed from 2x Royal Authority to Royal Authority + Atonement x3, and their casting phase turned from 5x Holy Spirit to 4x Holy Spirit + Confietor.
I have no idea why people are saying it's underwhelming. Oh well.
Agreed. I think all the tanks are pretty phenomenal right now.


			
			
				The sound effects for Inner Chaos and Chaotic Cyclone both, are almost... muffled? As for Chaotic Cyclone it sounds like you're landing on sand, or worse. Even Steel Cyclone sounds better when you land.
However, I do really like the look of the new cyclone's slashes, and their sound effects. it's a big AOE Fell Cleave.
I really enjoy Warrior now, I did before, but now it flows a bit more. You don't feel like utter garbage DPS wise outside of Inner Release anymore, thanks to our new Infuriate.
Nascent Flash is probably my most used CD as a Warrior as it is amazing in larger pulls with Inner Release or Chaotic Cyclone.
Even in 8-man moments it can be a great way to fill up a party member's HP along with your own as a OT... and MT.
It even stacks with Nascent Glint, so you can have 2 Warriors using it on each other at the same time, recovering HP equal to a Cure II per GCD, on 2 people simultaneously.
The addition of the conva effect to thrill doesnt happen till level 78 unfortunately. She finished at 76.Are you using your cooldowns? RI is now a flat damage mitigation, Thrill is slightly changed but still gives you 20% more HP and has the conva effect baked into it. EDIT:: Also now SiO is a starting 12% mitigation since IB was removed.
If you're dying on small pulls, either you're not mitigating trash adequately, or your healer is asleep at the wheel.

			
			
				WAR was already in a good spot and didn't need much changes, its a job that players in SB who mained the job liked, so why change that. Now DRK, why on earth did they decide to make DRK into a bootleg WAR I don't know but I hope they revert the changes of it playing like WAR and move back to SB DRK but with the Flood/Edge skills. Its as if they didn't know what to do with DRK and looked at WAR and said, "People like WAR right? Lets just make it into a WAR, because that's what players like right?"

			
			
				WAR is in a good place.
Potency issues aside...
Removing the enmity rotation makes the job better, not worse. (Lets be honest with ourselves, you didn't use the Skull Sunder rotation more than once a boss fight, if that).
Yes it feels wierd not to have some mitigation on our gauge. With the loss of Inner Beast, we got that skills healing and mitigation split into 2 separate abilities on the same cd.
If there is something that I feel needs tweaking its Nascent Flash. The fact that this ability REQUIRES a partner is a problem for me. The 10% mitigation on the partner and not the tank is also an issue. Toss in the fact that the duration is 3 gcds, so if you do not use it with gauge abilities the healing is incredibly lackluster.
I'd rather be in Zitah
I agree with this 100%WAR is in a good place.
Potency issues aside...
Removing the enmity rotation makes the job better, not worse. (Lets be honest with ourselves, you didn't use the Skull Sunder rotation more than once a boss fight, if that).
Yes it feels wierd not to have some mitigation on our gauge. With the loss of Inner Beast, we got that skills healing and mitigation split into 2 separate abilities on the same cd.
If there is something that I feel needs tweaking its Nascent Flash. The fact that this ability REQUIRES a partner is a problem for me. The 10% mitigation on the partner and not the tank is also an issue. Toss in the fact that the duration is 3 gcds, so if you do not use it with gauge abilities the healing is incredibly lackluster.
Honestly I feel like Warrior is in a good place. The only real gripes that I have fall into two points.
1. I tend to find myself wanting for a little more sustained mitigation besides Rampart. The 10 second duration on Vengeance and Thrill leave Rampart as the go-to for large pulls that tend to last. This is probably something to consider for other tank classes as well, but increasing the duration of one other cooldown might not be entirely necessary but would certainly be welcomed by me. An easy fix would be applying the 10% mitigation on Nascent Glint to the tank as well even if it's only for the 6 second duration.
2. Nascent Flash is an amazing skill that is a painful disappointment. Truly, if I could ask for nothing else from the dev team, it's to please remove the need for another player to be present to use Nascent Flash. As a class that takes pride in its (semi) self-reliance, the fact that your pinnacle self-sustaining skill is completely inaccessible to you if you're by yourself is utterly tragic. Too many times already have I been doing the level 80 dungeons and my party has wiped because they missed the mechanics of a boss when it's <10%, and I would have been capable of finishing it off myself if I'd been able to heal myself up some with NFlash. But no. There's no one there to put the glint onto, so a critical skill in my toolkit is rendered totally unusable, I finally get taken out too, and we all have to make the long trek back to the arena. There's no need for it to be like that, especially with the update to Dragon Sight as proof of concept, and the fact that such a critical skill is effectively locked behind the need for a macro to use its full potential speaks volumes to the need for a revision on that front.
Last edited by Glazdon; 07-14-2019 at 04:19 PM.
I don't feel like Narscent Flash was needed, as our balance was that we were terrible offtanks (I felt dirty going into Alphascape 2.0 Savage as a WAR). But I don't hate having it.
Heck, it's probably better for mass pulls than Raw Intuition is, if you can quickly swap between targeting mobs and targeting an ally. 6 Seconds of Ultimate Bloodbath seems better than 6 seconds of damage reduction when you're hitting tons of enemies at once with Chaotic Cyclone and Mythril Tempest.
Feels more like this than that.
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