Geesh most of these comments are a little mean
Geesh most of these comments are a little mean
This change really doesn't matter much, the difference in 30s and 40s is pretty minimal and it would have very little effect on damage output anyways. It would just get you an additional 10 beast gauge every 40s, which is pretty minimal. I think a better QoL change would be to make mythril tempest grant storm's eye and add 15s to the duration (up to a max of 30s). This would be a much more needed QoL change IMO.
I really don't like that vengeance even returns damage to attackers in the first place. One of the main reasons for all of the tank homogenization in 5.0 was to make all tanks equally good as OT or MT. Having your damage output tied to a defensive skill defeats this purpose because a WAR now has to be main tank in order to do max DPS with Vengeance as is. This is why TBN (for dark knight) is a damage neutral skill. No tank needs to have their damage output tied to whether or not they are taking damage.
This is fine. IMO, WAR does need a small (I said small!) buff to damage output. This is really only a 15-30 potency every 30 seconds buff, which is pretty negligible IMO. This would have a very small impact on DPS and is probably about right for what WAR needs.
IMO, they should remove the beast gauge cost entirely, and just copy the other 3 tank gap closers (the other 3 are all the same anyways, so why not just make them all identical). If the beast gauge cost was removed, then WAR could just use the skill on CD for a slight damage increase (same all all other 3 tanks) instead of a slight damage decrease and just save them if they know a mechanic will require them in the near future. WAR is my last tank to take all the way to 80 (i'm at 78 now), and the beast gauge tied to onslaught feels a bit odd to me.



This Onslaught homogenization meme needs to stop.



CH scales critical hit rate and critical hit damage. WAR has an abundance of forced critical hits, meaning the former part of the scaling is minimized and the latter part is magnified. Ergo, WAR scales differently with CH from other jobs insofar as the practical effect on its DPS.
Do you understand?
Because of the way WAR interacts with CH, there is a common misconception that WAR scales better with CH than other jobs, but that isn't quite true in the way people often think it is.
Last edited by Argyle_Darkheart; 08-17-2019 at 07:19 AM.


The rules of mathematics don't change based on a few guaranteed crits. Only way it would be linear would be if every attack was a guaranteed crit.CH scales critical hit rate and critical hit damage. WAR has an abundance of forced critical hits, meaning the former part of the scaling is minimized and the latter part is magnified. Ergo, WAR scales differently with CH from other jobs insofar as the practical effect on its DPS.
Do you understand?
Because of the way WAR interacts with CH, there is a common misconception that WAR scales better with CH, but that isn't quite true in the way people think it is.



I said nearly linear for a reason. The point was that you're wrong.
Last edited by Argyle_Darkheart; 08-17-2019 at 07:28 AM.


So what do you meld on Warrior? If crit is so nearly linear like you say it is, then the same argument as for not melding DH would be valid.
If crit is nearly linear then melding det should be better. But wait.... Its not.



CH can be linear and still be better than DET through sheer value, which is pretty much the case.
CH is the best stat for WAR, hands down, but that doesn't mean that WAR scales better with CH than other jobs.
And DH being linear has nothing to do with why WAR doesn't meld it. WAR doesn't meld it because for much of its damage it has absolutely no effect.
Last edited by Argyle_Darkheart; 08-17-2019 at 07:36 AM.
Most of WARs damage comes from their guaranteed crits, this is not the case for classes that do not have the guarantees, ergo WAR will scale better than other classes with crit because the part of their rotation that does the most damage will be way better. Also claiming that it scales linearly is straight up untrueCH can be linear and still be better than DET through sheer value, which is pretty much the case.
CH is the best stat for WAR, hands down, but that doesn't mean that WAR scales better with CH than other jobs.
And DH being linear has nothing to do with why WAR doesn't meld it. WAR doesn't meld it because for much of its damage it has absolutely no effect.
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

How does removing target restrictions make nf the most broken action in the game? It doesn't even scratch the level of absurd self heal that clemenacy has. You're being weird and wrong.Warrior is doing fine as it is. It's got a strong kit, acceptable damage output, and a level of utility that is second only to paladin. It generally has the third highest of the damage out of all the tanks unless DRK has a very specific set of raid buffs made available to it, in which case it gets slightly outpaced. Giving warrior buffs now would essentially the revive the warrior-god-of-tanks trope and cause a bunch of people to get pigeonholed into playing it instead of their preferred jobs again.
Nascent Flash would become the single most broken ability in the game if it didn't have something impeding its use. Storm's Path isn't going to fall off if WAR is being played correctly. Not unlike darkside, it is completely self-sustaining when using the job as intended. It isn't something you even need to think about. As for the gap closer, well, I will give you that one. WAR is indeed the only tank that has to burn resource to gap close, but it isn't the only job that does. SAM is in the same boat.
And stormseye, eye not path, will fall off at least a few times in a dungeon run where you will have to grab with aoe, single target combo, and then go back to aoe.
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