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  1. #11
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,653
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Izsha View Post
    Dont make it a clone of the other tanks 2 charge system. Theres already problems with those as it is.
    What problems do the others have? You use them if you're about to cap two charges and blow both for a burst phase. With Onslaught, it's straight up inferior. You only touch it during IR or if you're certain you'll lose a GCD otherwise.
    (1)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  2. #12
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by ForteNightshade View Post
    What problems do the others have? You use them if you're about to cap two charges and blow both for a burst phase. With Onslaught, it's straight up inferior. You only touch it during IR or if you're certain you'll lose a GCD otherwise.
    They need to be used within party buffs to get the most from their dps. If you need to hold one of the other tanks charge for something in the opener you can be losing up to 60 to 100 potency depending on your composition. Where as onslaught is about 43 potency lost to achieve the same thing and is always available.

    There are additional benefits to onslaught such as being able to dash back from a further distance. Take Titania extreme for example. When you run to break your feather if your dps is slow you and you need to run out to the edge the paladin gunbreaker and dark knight gap closers are too short and you end up clipping your GCD. Warrior can onslaught from this distance without a problem. Since one of these tether phases lines up with inner release you can see the major advantage of not losing a GCD during your major burst due to someone else’s mistake.
    (0)

  3. #13
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Izsha View Post
    Onslaught is the only gap closer that is actually well designed. It does its job of closing gaps better than the alternatives. It has niche, nuanced uses in gauge management. It increases damage when used to close gaps without being locked into an inflexible dps rotation. It enhances wars job defining burst phase. Its one of the few places tanks havent been fully homogenized.
    I can see where you're coming from, and I do agree that it being tied to the BG forces you to only use it as a gap closer (outside of IR). I think the problem, however, is that it adds absolutely nothing to the BG itself. How is the BG otherwise defined? Damage abilities. This ability leads to damage, but it would lead to damage if it was off the BG too. My suggestion of "take it off the BG" might've been too black and white as it just puts it in the same clunky spot as the other tank gap closers. However, this is easily remedied by just removing the damage aspect of these abilities. People won't spam them for damage if they don't do damage. I don't even know why a movement utility skill needs to do damage to begin with - you don't see En Avant, Shukuchi, etc. doing damage.
    (0)

  4. 07-22-2019 11:14 PM
    Reason
    delete

  5. #14
    Player
    Noitems's Avatar
    Join Date
    Aug 2018
    Location
    New Gridania
    Posts
    926
    Character
    Noitems Ever
    World
    Goblin
    Main Class
    Gunbreaker Lv 100
    I don't really see it as that much an issue. It's great in mob pulls as Onslaught-Overpower-Mythril Tempest gets you back what you spent for Onslaught and keeps your Storm's Eye up if you set it up prior.

    Really helps during pulls like in Malikah's Well where the distance between the two wall to walls has the loading screen inbetween.

    Using it in raids/trials is about the same as what we've been doing in SB, it's just that the enmity increase is now ingrained in our tank stance/trait. See no issues with it if you've been managing it properly. Especially as it helps us not overcap our beast gauge if we need to go into 1-2 combo.

    What really needs a buff is just a couple seconds more on Nascent Flash. 6 seconds is nice but I something like 8 would be perfect, especially for getting off more fell cleaves for the MT's hp regen.
    (0)
    Last edited by Noitems; 07-22-2019 at 11:22 PM.

  6. #15
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Izsha View Post
    For the love of war leave onslaught alone.

    Dont just remove gauge. A 10 second recast spam ability makes no sense.

    Dont make it a clone of the other tanks 2 charge system. Theres already problems with those as it is.

    Combo systems and procs? What is wrong with a gap closer being a gap closer? Making it a dos gain skill just plops it right into the same issues plunge (and now all yhe other clones) have always had.

    Onslaught is the only gap closer that is actually well designed. It does its job of closing gaps better than the alternatives. It has niche, nuanced uses in gauge management. It increases damage when used to close gaps without being locked into an inflexible dps rotation. It enhances wars job defining burst phase. Its one of the few places tanks havent been fully homogenized.

    Leave it alone ffs.
    That being said, I could get behind it being a combo off Upheaval. If the combo duration remains longer than Onslaught recast then you could hold it after Upheaval in the event it's needed for movement and not lose anything.

    (To clarify I just mean bonus potency off Upheaval combo, not being locked behind a combo)

    I don't really have a problem with either, but if Eye was increased to 40 seconds that's at least 2 more Path combos for gauge building, add combo'd Onslaught (at, I'm guessing, around 250 potency) every 30 seconds and WAR is bound to be in a little better shape.

    At the very least it'd be better than re-learning Convalescence at lv78.
    (0)
    Last edited by whiskeybravo; 07-23-2019 at 01:16 AM.

  7. #16
    Player
    Rhyn's Avatar
    Join Date
    Jun 2017
    Posts
    77
    Character
    Becidenne Rhymsdottir
    World
    Phoenix
    Main Class
    Warrior Lv 80
    Onslaught doesn't need to be turned into a clone of the other tank's gap closer. It should work exactly how it does now, except for the following changes:

    Make Onslaught usable from outside combat, for free. While in combat it costs 20 gauge.
    It now triggers an 8 second eye buff. This 8 second window has three functions:
    - Fits an Overpower/Mythril Tempest rotation, which further extends the buff, making this a nice way to engage a group of enemies.
    - Fits the 3x GCDs you normally need to apply eye, meaning you get the damage buff for your initial rotation.
    - Doesn't allow spamming of Onslaught as a replacement for doing the eye combo. This is why it's not 10 seconds.

    Onslaught vs. Fell Cleave as a gauge dump is pretty similar now, so the damage per gauge is in a good place.

    With these changes it is now a really thematic way to initiate combat for a warrior. You can always use it, and charging into the enemy is really warriory and will feel so much smoother than not being able to charge while OOC like now. It also solves the issue WAR has atm with having to build up the eye combo when AoEing packs.
    (1)
    Last edited by Rhyn; 07-24-2019 at 11:13 PM.

  8. #17
    Player
    Juanpierre's Avatar
    Join Date
    Feb 2016
    Posts
    24
    Character
    Juan Pierre
    World
    Exodus
    Main Class
    Paladin Lv 80
    I'm happy with how it is for one main reason: 20y range. God I hate playing the other 3 tanks and feeling gimped by those 5y!

    My only gripe with Onslaught is really just a small gripe about the job at the moment-- it needs another oGCD. Just needs that extra APM boost imo. Onslaught would fit that slot if it were dps positive. Another Ability would do the trick as well.
    (2)

  9. #18
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    In E1 Onslaught is way better than the other gap closes. Overall Onslaught is fine. Warrior need some minor potency buffs in his GCDs (preferentially the beast spenders due to the critical scaling) and Storm Path adjustments.
    (0)

  10. #19
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    DRK, PLD, GNB gap closers: 200 potency, 30s recast, 2 charges, 15' range
    WAR gap closer: 100 potency, 10s recast, 20' range, 20 beast gauge.

    They are balanced because WAR can gap close much more often and consierably farther distance. Like when I play WAR, I can gapclose to a target as soon as I target them from across the field. PLD/DRK/GNB is that awkward distance where it feels like I have to get decently close to gap close that I might as well sprint.
    (2)

  11. #20
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    I saw someone mention that it should apply / extend Storm's Eye.

    I think that's a good idea, and expands its use a fair amount. It is especially useful after long down times, effectively allowing you to not skip a beat to reapply it.
    (0)

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