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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Onslaught:
    • GNB loses 80 potency for using Rough Divide charges outside of No Mercy, and a further 105 or so for not using them during raid buffs atop that. (80-185)
    • PLD loses 100 potency for using Intervene charges outside of Fight or Flight, and a further 110 or so for not using them during raid buffs atop that. (100-210)
    • DRK loses ~55 potency for using Plunge charges outside of Trick Attack/Battle Litany/Chain Strategem/Battle Voice and nothing without raid (de)buffs. (0-55) I personally have little issue with this advantage as DRK is the OG gap-closer tank and its ShB iteration is built around this kind of flexibility.
    • Onslaught does 5 potency per gauge while Fell Cleave does 590 but has the further cost of a GCD, for which Warrior averages 293.33 potency with a further 30 Beast Gauge gain (worth, then, around a further 180 potency or 60 ppgcd for a true total of 370.33 ppgcd), and advantage of 5 seconds trim from Infuriate, worth 8.3% of the bonus of Inner Chaos over ppgcd for ~46 potency. Fell Cleave thus deals about a nominal 300 bonus potency per gcd or an effective 265 bonus potency per 50 Beast Gauge, about a .3 potency per gauge advantage or about a 6% increase in efficiency... That's the second best efficiency for free use behind DRK, who uses it entirely for free. Increasing it to even 110 potency would already bring it faintly ahead of Fell Cleave. It just lacks for the double-dash functionality, since it would otherwise still go to waste as mobility, being plugged instead into Inner Release for a further free 67 potency per minute. If we could somehow make the second charge of Onslaught not be affected by IR, I could go for having a second charge, but that's about it.

    Storm Eye duration:
    • Frankly, the duration buff on Jinpu/Shifu was dull enough on SAM in the time it took to have any real reason or need for the buff (SkS devaluation, TG, longer Meikyo duration, and--more subtly--one's inability to trim Sen now that Hagakure is a trap) that it's quite turned me off to the idea. I'd honestly rather keep Storm's Eye duration about where it is. I'll gladly listen to other alternatives where they might find ways to decrease the initial ramp-up time necessary, however. Heck, you could trade out Onslaught potency outright for an Attack Speed increase on your next couple GCDs. At an average potency of, say, ~400 ppgcd, it'd only take a 12.5% Attack Speed buff to return Onslaught's potency value. That said, I doubt I'd like the impact that would have on the IR window, where, especially paired with raid buffs, such an advantage would be badly overpowered.

    Vengeance:
    • We're not really lacking for AoE damage, I thought? That's about the only place this would be significant. I'd argue WAR needs little if any potency buffs in single-target, either, and even if it did I'd sooner take the adjustment through other abilities.

    Inner Chaos:
    • Does the super nuke pairable with Nascent Flash for a nuke-heal really need a buff? I'd have to argue not...
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    Last edited by Shurrikhan; 08-22-2019 at 05:04 PM.

  2. #2
    Player
    aleios_dvs's Avatar
    Join Date
    Feb 2017
    Posts
    6
    Character
    Aleios Dvs
    World
    Excalibur
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Arrius View Post
    Paladins have a sword, shield AND magic that works with them.
    This argument about having the biggest weapon around doesn't justify you being the biggest damage dealer.

    It's just like D&D right now - Paladin dishes out the most, while the Barbarian literally is unkillable while enraged.

    And the Warrior is the embodiment of that. They are simply too angry to die.
    I don't fully accept this counter argument. I think the identity of being a zerker certainly justifies it. Holy hell our goddamn eyes glow.
    My justification in my eyes still stands. D&D does it? Magic that works with them? What does that even mean?

    Too angry to die? Exactly. We're nutcases. Axe swinging skull crushing psychopaths. God even the sound design screams FUCKING KILL. Kinda shits all over the class identity when the piddly little peasant with this cricket bat of a sword does more damage.
    It's a subjective thing to be sure. But goddamn son. I need me some numbers dammit. You don't see PLD and DRK players having skull goblets to drink the blood of their enemies from. Meanwhile the GNB is too busy trying to figure out if he should be stabbing or shooting someone.

    Since we're going with analogies. A PLD is like a human from star trek. Uses brain. A WAR is like a Klingon. Uses KILL.
    I think it would make sense for PLD to contain a wider damage mitigation toolset and the WAR having one based on KILL. Like how it was since forever. It's just the the poor PLD got screwed the hell over for so many expacs where it was pure suckage. Let's just like not do that again and we good.

    I don't see what the actual problem with this is. But hey I'll be reasonable. Give me my goddamn skills back PLEASE. Give me deliverance back. Give me BB combo. Anything to make the rotation less like PLD was from 2.0-4.0. 1-2-3 boring me. The homogenization craze that SE seem to be on has made this expac sooooo incredibly boring.
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