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  1. #1
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Izsha View Post
    Yup. All tyese solo questing requests are kinda moot. You just cant use it when you enter a zone. But just like in dungeons you can charge to the boss if you saved 20 gauge after the trash pack. It ties up rather nicely with trying to maintain eye between packs if the timer is getting low just charge in and extend it again.

    Gaining gauge out of combat is ENTIRELY off the table or were back to 2 min pulls (infuriate twice, wait 2 min for them to recharge. Lol. No.) That se intentionally deleted for basically everyone. And making it free just turns it into a dps ogcd spam button which is really silly. The other proposals for elaborate work arounds. (Regen 20 gauge out of combat but no more. Onslaught is free out of combat but reverts in combat and all this other stuff) are far to much ado about nothing. You cant enter a zone and charge. Oh no. But at any other point you can.

    Its really not a big deal.

    As for the eye stuff. Try this in the next snoozefest dungeon. Make a minigame. Apply eye on the 1st pack and see if you can prevent it from falling off for the entire dungeon without reapplying (aside from bosses). You might he surprised what you can get away with. All the "eye is only worth apying if you fight for x seconds etc" math are kinda moot if its up for 20 min. Instead of complaining about it, see how much you can fix it yourself via better play 1st. You might surprise yourself.
    Izsha, it really isnt possible to keep eye up at all times in a dungeon. Moreover, it is less to do with the warriors capabilities than dungeon design and other factors. In situations where, for example, you finish a boss and get to an area where you need to transition and load into a new zone or you fall off a cliff, it shaves precious seconds off eye. And if the healer decides to dawdle for just a few secs to check drops, you may lose eye.

    So no, eye IS clunky and mythril tempest should just apply it. 10 secs.

    Like i said before, prior to shb, wars didnt have an aoe combo, and overpower was used to just grab hate. After which youd apply eye and continue to use ur combos until you have enough rage to hit decimate.

    Unless im missing something here and it wss more beneficial to keep spamming overpower even though you werent generating rage from it and you were without eye.

    Now, we do have an aoe combo. The clunkiness comes in where you dont have eye, and you have to use overpower and mythril tempest to grab hate, GO BACK to eye combo, then GO BACK to overpower and mythril tempest.

    And like I said, it is not possible to keep eye up at all times in a dungeon. And in overworld hunts, you pretty much have to reapply eye with stormseye every new hunt.

    It is annoying. It is clunky. Why not judt have mythril tempest apply eye for 10 seconds instead of pushing players to just "git gud" when that isn't even the problem.
    (1)

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    As for onslaught and rage cost, yes everyone knows that rage persists until you leave a zone and that you could keep onslaught up and ready for use if you keep at least 20 rage available.

    It's annoying though, which is why it's a qol request and not something anyone thinks is manadatory for the job to function.

    As for onslaught serving as a guage managment tool, I think it's clunky to have a movement action tied to the separate function of guage management just as how its clunky to tie a movement action to dps. A better design would be to either create a new guage managment tool/action or adjust upheaval to better function as one as dps and guage management pair better than movement and guage management or movement and dps.
    (0)

  3. #3
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Quote Originally Posted by NyneSwordz View Post
    As for onslaught and rage cost, yes everyone knows that rage persists until you leave a zone and that you could keep onslaught up and ready for use if you keep at least 20 rage available.

    It's annoying though, which is why it's a qol request and not something anyone thinks is manadatory for the job to function.

    As for onslaught serving as a guage managment tool, I think it's clunky to have a movement action tied to the separate function of guage management just as how its clunky to tie a movement action to dps. A better design would be to either create a new guage managment tool/action or adjust upheaval to better function as one as dps and guage management pair better than movement and guage management or movement and dps.
    Why?

    Why do you want Onslaught to be out of gauge cost so much? You should only use fell cleave when you heave 70+ gauge so if you are playing correctly, Onslaught is available all the times with no dps loss while the other tanks need to keep spamming without any thought. So why you want this?

    Can`t you keep 20 gauge on your bar all time?
    Can`t you keep yourself from pressing the button?

    I really want to know why, It is a playstyle issue? A muscle memory issue? Because I don't buy this QoL bullpoop excuse. And don't say it is Clunky because it is a situational ability that you only need to use for movement. The other gap closers are way clunkier since you have to spam them on burst widows on some jobs, like GNB. (Yeah you use on inner release but the CD is only 15 seconds)


    The real clunkiness on this job is storm path buff, they need to do something to synch this better.
    (3)
    Last edited by Inuk9; 07-26-2019 at 05:09 AM.

  4. #4
    Player
    Nyoraii's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Nyorai Nyo
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Inuk9 View Post
    Why?

    Why do you want Onslaught to be out of gauge cost so much? You should only use fell cleave when you heave 70+ gauge so if you are playing correctly, Onslaught is available all the times with no dps loss while the other tanks need to keep spamming without any thought. So why you want this?

    Can`t you keep 20 gauge on your bar all time?
    Can`t you keep yourself from pressing the button?

    I really want to know why, It is a playstyle issue? A muscle memory issue? Because I don't buy this QoL bullpoop excuse. And don't say it is Clunky because it is a situational ability that you only need to use for movement. The other gap closers are way clunkier since you have to spam them on burst widows on some jobs, like GNB. (Yeah you use on inner release but the CD is only 15 seconds)


    The real clunkiness on this job is storm path buff, they need to do something to synch this better.
    It's completely clunky and unintuitive that you HAVE to have your bar always at 20, first because it doesn't start at 20.

    To only be able to use your gap closer after you have closed the said gap is bad design through and through, there's no excuse for this. Ask anyone who came from other games, like Warrior players on WoW. First thing they'll want to do is charge when they get the skill, but they won't be able until they're already hitting the target, negating all of the usefulness and fun of the skill.
    (3)

  5. #5
    Player
    eagledorf's Avatar
    Join Date
    Oct 2013
    Posts
    610
    Character
    Jugem Mumei
    World
    Tonberry
    Main Class
    Gladiator Lv 37
    Quote Originally Posted by Nyoraii View Post
    It's completely clunky and unintuitive that you HAVE to have your bar always at 20, first because it doesn't start at 20.

    To only be able to use your gap closer after you have closed the said gap is bad design through and through, there's no excuse for this. Ask anyone who came from other games, like Warrior players on WoW. First thing they'll want to do is charge when they get the skill, but they won't be able until they're already hitting the target, negating all of the usefulness and fun of the skill.
    Isn't this the same on the other tanks? On PLD and GNB if you want to get the potency buffed in your first rotation you can't use the gap closer on the pull. I guess DRK can use the gap closer to pull with no penalty, but on PLD I've been popping Sprint and then stutter casting a Holy Spirit to pull (start running in before the cast finishes). On GNB and WAR I've just been Sprinting in and with lag the boss usually doesn't notice me until I'm basically in range.

    I'm pretty sure they intend for you to use the gap closer for mechanics/adds or line it up with your buffs if that's better and to use your ranged skill at the pull.
    (0)
    Last edited by eagledorf; 07-29-2019 at 08:05 PM.

  6. #6
    Player
    msoltyspl's Avatar
    Join Date
    Oct 2013
    Posts
    34
    Character
    Amene Zenko
    World
    Omega
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Nyoraii View Post
    It's completely clunky and unintuitive that you HAVE to have your bar always at 20, first because it doesn't start at 20.
    It's neither clunky, no unintuitive. It does require a minuscule brain effort though.

    There's 0 need to "close gap" before the combat begins (in any kind of content).
    (4)

  7. #7
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by NyneSwordz View Post
    Izsha, it really isnt possible to keep eye up at all times in a dungeon. Moreover, it is less to do with the warriors capabilities than dungeon design and other factors. In situations where, for example, you finish a boss and get to an area where you need to transition and load into a new zone or you fall off a cliff, it shaves precious seconds off eye. And if the healer decides to dawdle for just a few secs to check drops, you may lose eye.

    So no, eye IS clunky and mythril tempest should just apply it. 10 secs.

    Like i said before, prior to shb, wars didnt have an aoe combo, and overpower was used to just grab hate. After which youd apply eye and continue to use ur combos until you have enough rage to hit decimate.

    Unless im missing something here and it wss more beneficial to keep spamming overpower even though you werent generating rage from it and you were without eye.

    Now, we do have an aoe combo. The clunkiness comes in where you dont have eye, and you have to use overpower and mythril tempest to grab hate, GO BACK to eye combo, then GO BACK to overpower and mythril tempest.

    And like I said, it is not possible to keep eye up at all times in a dungeon. And in overworld hunts, you pretty much have to reapply eye with stormseye every new hunt.

    It is annoying. It is clunky. Why not judt have mythril tempest apply eye for 10 seconds instead of pushing players to just "git gud" when that isn't even the problem.
    Its not always possible to keep eye in every dingeon. But the point is to TRY and you will realize that you can keep eye up most of the time. The posts here about eye make it sound like some impossible task to maintain.

    And yes it was far better to overpower than spam single target combos on groups of mobs. If you spent the last 2 years foing eye path decimate in dungeons you were doing it quite wrong.

    Old combo avg was 206. Overpower 130. 2 mobs made op beat the raw potency. But no gauge. Path combo was 30 gauge so 10 per gcd. So every 5gcds you got a decimate. Decimate was 280. 280 aoe (- 206 for the target you would single target). Essentially 6 gcds (5 for gauge and 1 for decimate) means your aoe was 47 per gcd and 218 for primary target/gcd

    Tldr:
    Overpower spam: 1 target 130/gcd. 2 target 260. 3 is 390. Etc.
    Path+decimate: 1 target 218/gcd. 2 target 265. 3 is 313.

    Every target after the 1st gets 47 pot if you path. Every target gets 130 for overpower. Op wipes the floor with single target in SB. You didnt need an aoe combo to aoe.

    On packs you either aoe, or you appply eye then aoe with the decision to eye or not based on how many mobs and how long they live. The difference is thay eye actually has MORE benefit today because you can put up eye on 1st oack, extend it througj that pack. Pull the 2nd pack and keep extending so the value of eye just skyrocketed because it was up for 2 entire trash packs which is more than enough hits to he 'worth it'.

    No longer is there a hard cap of durstion to gain the value before you must stop aoe to reapply. The longer you can keep uit up the better it is to put it up.

    So again, just see how long you CAN keep it up. Every time you connect it between pulls or bosses you are getting 3 more gcds of aoe in a trash pack which is massive. And it can be done in MANY cases, not all, but a whole lot. As i said in another post, applying eye 2-3x a dungeon is awesome and was never possible to do until ShB. That is a massive qol and damage buff over previous war iterations. So it befuddles me why its a big pribkem all if a sudden when its literally the best its ever been.
    (1)
    Last edited by Izsha; 07-26-2019 at 05:54 AM.

  8. #8
    Player
    Schrute's Avatar
    Join Date
    Jul 2017
    Posts
    40
    Character
    Schrute Shishio
    World
    Faerie
    Main Class
    Samurai Lv 70
    Changing onslaught to like the others would make it clunky because everyone who wants to maximize dps would save both charges for inner release and cheese any mech to make this happen.

    I’ve said it before and I’ll say it again, war only needs potency buffs to our big beast gauge dumps. I’ll even welcome it to upheaved
    (3)

  9. #9
    Player
    Hanayumi's Avatar
    Join Date
    Nov 2013
    Posts
    1,232
    Character
    Kara Dusksinger
    World
    Mateus
    Main Class
    Scholar Lv 100
    Kinda want hp heal on cyclone and decimate, big pulls kinda suck at low levels, flash works great but it's such a late level skill.
    (4)

  10. #10
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    You can save 1 charge on your gap closer on those jobs, you wont suffer a big dps loss as long as your dahs is charging and you use your 1 charge to gap closing.
    Its still better than 20 gauge 100 potency dash, it should cost 10 gauge max.
    (0)

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