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  1. #1
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by BarretOblivion View Post
    Yeah...DPS isn't the major complaint with WAR/DRK. Its the entire flow of the jobs. They straight up suck. WAR feels worse to play than DRK because the down time on the job is DREADFUL and almost painful to play. There is a reason WAR is by far the least played tank in the game at least when it comes to end game right now. PLD/GNB/DRK are fairly close in player count/clears but WAR is far behind them.
    WAR is dreadfully boring to play because instead of expanding on an idea they decided to just double down on the awful meme-cleave culture WAR had going for it. WAR got some solid QoL changes in SB that did end up simplifying the job, but that's mostly because the effort vs. reward wasn't high enough and buffing WAR's DPS further to justify it would just recreate HW all over again; that being said it still had more going for it than just Inner Release FC spam > 90 seconds downtime > Inner Release FC spam since it still had unchained stance-dancing as a panic defensive option.

    WAR's numbers are fine, but this crap makes 2.0 Paladin look interesting, and that's why it's the only tank I haven't gotten to 80. I mean hell I even leveled culinarian to 80 and that job disgusts me on a metaphysical level.
    (0)

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    I think se should just shorten IR window or make it stacks based. "Makes next 3 FC crit and direct hit." Or "Makes next 3 fc do 250% more damage."

    Remove the party requirement from nascent flash and its 10 percent damage shell component. Basically make it blood bath.

    Let raw intuition be targetable but not require a target to use.

    Keep the shared cooldown.

    Mythril tempest applies 15 second of eye buff.

    Instead of granting rage, infuriate is like a mini ir. Eliminates rage cost for the next rage action executed within next 15 seconds, and transforms fc to ic and decimate to cc.
    (0)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,940
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NyneSwordz View Post
    I think se should just shorten IR window or make it stacks based. "Makes next 3 FC crit and direct hit." Or "Makes next 3 fc do 250% more damage."

    Remove the party requirement from nascent flash and its 10 percent damage shell component. Basically make it blood bath.

    Let raw intuition be targetable but not require a target to use.

    Keep the shared cooldown.

    Mythril tempest applies 15 second of eye buff.

    Instead of granting rage, infuriate is like a mini ir. Eliminates rage cost for the next rage action executed within next 15 seconds, and transforms fc to ic and decimate to cc.
    Why, though? To almost all of this, why?

    The only thing making IR remotely interesting right now IS that it has a tight, finite window and affects oGCDs.
    The only way you can provide any eHP increase to your co-tank is through NF's 10% mitigation.
    Since when does Raw Intuition require a target in the first place? It's just a brief Rampart. And like any other general self-mitigation CD, it does not require a target.
    That would make you able to bank up to 150 Rage, effectively. Why? Why do we need the gauge to be even more pointlessly lenient?
    I'd almost rather see its second charge removed to give reason again to use Onslaught, if we could just allow it to trim 2 seconds from Infuriate after level 74 or 80 so it's still nearly costless at that point, just as it before Enhanced Infuriate (well, technically since the relative FC nerfs, it's become a minor damage increase unless it sacrificed a raid-buffed Fell Cleave and then even with Enhanced Infuriate and only a true loss with Inner Chaos, but you get the point).
    (0)
    Last edited by Shurrikhan; 09-24-2019 at 05:23 PM.

  4. #4
    Player
    Samsta's Avatar
    Join Date
    Dec 2013
    Posts
    331
    Character
    Amael Yuki
    World
    Shiva
    Main Class
    White Mage Lv 80
    I think it's fair to give warrior a little potency buff to mirror the fact that it is the hardest tank to play effectively and extremely reliant on burst, I think it deserves to be in line with paladin and gunbreaker, so an itsy bitsy potency would be ok.
    (0)

  5. #5
    Player
    LegolasT's Avatar
    Join Date
    Feb 2017
    Posts
    61
    Character
    Aizen Blackfyre
    World
    Siren
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Samsta View Post
    I think it's fair to give warrior a little potency buff to mirror the fact that it is the hardest tank to play effectively and extremely reliant on burst, I think it deserves to be in line with paladin and gunbreaker, so an itsy bitsy potency would be ok.
    Hardest tank to play??? Hardly you manage nothing except wait for you inner realese window and manage your rotation. You manage more with DRK then WAR. Naw nothing WAR has constitute a a buff especially with critical hit upscaling as the expansion continues. Although there is an argument that all the tanks will benefit for critical hit!
    (7)

  6. #6
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by LegolasT View Post
    Hardest tank to play??? Hardly you manage nothing except wait for you inner realese window and manage your rotation. You manage more with DRK then WAR. Naw nothing WAR has constitute a a buff especially with critical hit upscaling as the expansion continues. Although there is an argument that all the tanks will benefit for critical hit!
    You manage beast gauge and Infuriate charges as well as Storm's Eye.
    DRK manages... blood gauge. That's it. MP manages itself due to the recharge rate being naturally timed to one minute and Darkside might as well be permanent.

    Don't get me wrong, WAR is very simple, but other tanks are even more so somehow.

    Tank balance is fine though. They don't need buffs/nerfs - just some gameplay that's not coma-inducing and that's not just the jobs, but also overall tank mechanics this tier.

    It's also untrue that WAR doesn't bring anything to current encounters, it might not be the best, but it's not worthless:
    Shake is way better in e1s than Missionary and HoL, a bit better than Veil due to affecting the caster while taking autos after % based raidwides.
    You shouldn't be losing IR FCs due to heads in e2s. It might require some practice, but maneuvering between them for uptime is easy enough.
    In e4s Holmgang is the only invuln which can be used on the first Megalith(which is the most valuable to invuln due to the double TB right before it) after being used in phase 1 and will be back up for 2nd Megalith as well. Saying that first Stonecrusher is an issue is silly, considering it's already a dps gain to use Vengeance with IR for it. IR timings in e4s are indeed hella wack though.
    (1)

  7. #7
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Satarn View Post
    You manage beast gauge and Infuriate charges as well as Storm's Eye.
    DRK manages... blood gauge. That's it. MP manages itself due to the recharge rate being naturally timed to one minute and Darkside might as well be permanent.

    Don't get me wrong, WAR is very simple, but other tanks are even more so somehow.

    Tank balance is fine though. They don't need buffs/nerfs - just some gameplay that's not coma-inducing and that's not just the jobs, but also overall tank mechanics this tier.

    It's also untrue that WAR doesn't bring anything to current encounters, it might not be the best, but it's not worthless:
    Shake is way better in e1s than Missionary and HoL, a bit better than Veil due to affecting the caster while taking autos after % based raidwides.
    You shouldn't be losing IR FCs due to heads in e2s. It might require some practice, but maneuvering between them for uptime is easy enough.
    In e4s Holmgang is the only invuln which can be used on the first Megalith(which is the most valuable to invuln due to the double TB right before it) after being used in phase 1 and will be back up for 2nd Megalith as well. Saying that first Stonecrusher is an issue is silly, considering it's already a dps gain to use Vengeance with IR for it. IR timings in e4s are indeed hella wack though.
    Why would you need holmgang for megalith? Rampart + Job identity cooldown is plenty and you can use your 30% GCD on the shared TB because nothing else happens for tanks for almost 3 minutes. You don't need holmgang at all in E4S and actually its a detriment compared to all other invulns since healers have to make sure you are at full HP twice instead of just once on all other tanks.
    (0)

  8. #8
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by BarretOblivion View Post
    Why would you need holmgang for megalith? Rampart + Job identity cooldown is plenty and you can use your 30% GCD on the shared TB because nothing else happens for tanks for almost 3 minutes. You don't need holmgang at all in E4S and actually its a detriment compared to all other invulns since healers have to make sure you are at full HP twice instead of just once on all other tanks.
    Why would ypu need to be at full hp twice? Thays kinda the point of immunities. In my runs, both tanks mitigate the double buster (i nascent the other tank since im going to HG next anyway to help him out), which leaves me (war) at around 30% and my Gun very healthy. Then i wait around at 30% (no autos since hes casting) and then HG megalith. Whm benes me. Its extremely low impact on healers since gun is piled high on defense and nascent and i just take the bene after both busters. The solo megalith again, HG+ bene. 1st buster of the fight, HG+ bene. Hg is really good in this fight. If you are topping your war off twice you arent taking adcantage of HG.
    (3)

  9. #9
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Izsha View Post
    Why would ypu need to be at full hp twice? Thays kinda the point of immunities. In my runs, both tanks mitigate the double buster (i nascent the other tank since im going to HG next anyway to help him out), which leaves me (war) at around 30% and my Gun very healthy. Then i wait around at 30% (no autos since hes casting) and then HG megalith. Whm benes me. Its extremely low impact on healers since gun is piled high on defense and nascent and i just take the bene after both busters. The solo megalith again, HG+ bene. 1st buster of the fight, HG+ bene. Hg is really good in this fight. If you are topping your war off twice you arent taking adcantage of HG.
    Talking about Stonecrusher, not the megalith. HG doesn't last long enough to last through the entire Stonecrusher as a WAR must burn cooldowns on the first hit then HG it meaning healers have to make sure you are topped off before the first hit and then heal you up right as stonecrusher ends. You try to HG just stonecrusher... you are dead by the third hit. Its more work than all the other tanks need.
    Megalith... why not just share it? If you are invulning the stonecrushers (as you should be) you only get the benifit of WAR to holmgang a megalith when your tanks are going to have all their CDs up. Yeah IF the WAR is targetted by the megalith then they can holmgang it but that's a 50/50 shot and again, why do you need to invuln that? The only one where its nice is right before final phase to save an extra cooldown... but you don't need to because rampart is up for the final megalith. So again... why are you invuling megalith? There is no reason to. You aren't saving the healers any extra healing as they are just going to throw a regend on the OT and OGCD heal the MT.
    Seriously I have cleared Titan with a WAR and my healers HAAAAATED it. When you have planned out a fight entirely on your cooldowns and when to heal tanks they realize when the stonecrushers are coming up they don't need to top you off, instead they could save their healers for post tankbuster to top off (unless it was me as a PLD). WAR throws a wrench entirely at this practice and forces healers for stonecrusher to stop and heal the war. Nascent flash? Why are you even using it to help your GNB? They should be just fine without your 'help' its only 10% mitigation, just reprisal the megalith you are mitigated more damage that way because its effecting BOTH tanks not just 1 or... where is the feint from your DPS? Seriously the only thing fient effects in this fight is the shared TB and auto attacks (yes Tumalts is classified as magical by the game... for some reason). You never need to HG or even immune a single megalith as you shouldn't. They don't hit that hard when mitigated or planned out mitigation decently.
    (0)
    Last edited by BarretOblivion; 09-24-2019 at 04:43 PM.

  10. #10
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Difficulty is relative because the skills you need to optimize the tanks vary. Pld is a strict rotation with no variation. Some have said that makes it the simplist because there is nothing to manage. Its just wrote script of buttons to push making it the most simple. Others say it is the hard because you have to apply a strict zero flexibility rotation into complex fights and trying to maintain this strict rotation in those situations can be challenging. Both of those are valid views. Same wirth drk/war that have a flowing resource that can is highly flexible. Some people really struggle to optimize those decisions and would rather just have a wrote rotation to follow. Some people find the real time flexible resource management comes naturally and makes these jobs feel utterly braindead because managing a flexible rotation on the fly comes easily.

    It just depends on how your brain works. Structured vs unstructured styles are very different for different people.

    That said, all the tanks are simple enough and SE has stated they dont want to balance jobs around difficulty to play for dps. You dont get to do more dps because your job is harder as that screws up the meta and creates exclusions. Harder jobs are there for the challenge, Not to win the parse according to se. So please let go of the idea that "my job needs dps buffs because its 'harder"'. That does not go over well in a PVE coop game and shouldnt be a design goal.
    (2)
    Last edited by Izsha; 09-24-2019 at 02:49 AM.

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