
They could just increase pot on onslaught to makenup for not having eye up. Or not. Its not a big deal. Eye buff on onslaught is a tiny dps gain anyway, they could balance around it. But id love the flexibility and fu. Of being able to onslaught when i want.Don't get on my case! Lalas just have more air mileage than a roegadyn or something.
The thing is the flag that says you are in combat is also required to use Infuriate, which by the time that happens you have already reached the boss.
Yes Nascent Flash controls like dookie in PvP and either needs to usable on the self or just changed. It doesn't really work as well in PvP from a design standpoint. It requires:
1) A target within visual line-of-sight of the WAR and within 30 yalms
2) Any of the people present to actually be in the WAR's party
3) That the WAR has resources to spend at the time to get value out of it
If you are in trouble there's just a lot of barriers in the way as opposed to, say, just being able to press a button and get some protection or sustain like the other tanks have.
Edit - I just realized I misunderstood what you meant about the Infuriate thing. If they changed how it functions in PvE to not give gauge but instead just remove costs (+ be usable out of combat) then yeah that would give that same flexibility, though it would need some tweaking because in PvE we want to get Storm's Eye up before using our main damage CDs or resources. In general I wonder why the FFXIV dev team insists job gauges all start at 0 when zoning in since they are having to jump through hoops to solve it and appease like 5% of the player base while making it less convenient for everyone else.


I think the problem is that the payout is not as rewarding as it used to be. WAR has always been about building up for something big and its playstyle revolved around that. In 2.0 and 3.0 we had wrath stacks that needed to be maxed then paired properly with berserk for maximum damage and heals. There was also gauge management because it directly affected your crit rate. Onslaught is just the tip of the iceberg but its not that hard to gain and is meant as a utility skill. Also note that WAR benefits more heavily from Crit than other tanks and as the expansion goes on it will get stronger lending credence to WAR building up for something big. Changes I would like to see in 5.2:
-Nascent Flash self-target
-Storm's Eye duration up to 60 seconds (Storm's Eye still adds only 30 seconds)
-A 10-20 potency buff to Fell cleave and Decimate
...I think virtually every melee would prefer you Sprint into combat, rather than using Onslaught to throw off their macrorotation, anyways?Please make Onslaught free to use outside of combat.
As it is, it's not fair that we have to actually walk up to the boss after zoning into a duty. Are you out of your mind!? You must understand I came from playing WAR in 4.x where we sat in grandeur thrones of oppression and luxury and am not accustomed to hardship and not being the best at basically everything. Sure Onslaught had a cost back then but at the very least paladins, the secondary BiS for the warrior, also joined us for our march towards glory. Now PLD and this new nerdbreaker job get to zoop into battle and we're left in the dust.
All the other tanks get to zoop into battle! Mom, it's not fair!
And... why, exactly do you need free potency per pull?




The easiest solution to all this is to make Onslaught identical to all the other gap closers. Otherwise, you're going to see endless complaints from the vocal WAR playerbase until it is blatantly the best tank gap closer without any drawbacks.

Nice shade there mate. Must be because of the blindfold.
They are trying so hard to homogenize classes nowadays, I don't see why tanks should not have equally designed gap-closers.




Equal, yes. It's always interesting how quick people are to point the resource cost on Onslaught while neglecting to point out its superior range and the fact that its cooldown is a third of the length of other gap closers. The problem is the most people here just push for the drawbacks to be removed without addressing why those drawbacks exist in the first place. There's nothing "modest" about these requests. I think most of the rest of us would take them more seriously if they were.

The only reason Onslaught's cooldown "is a third" of other gap closers is because (1) it doesn't have a charge) and (2) to ensure it's always available for use in the IR window. You forgot to mention that. Why do you always post stuff which is always so one-sided? Even when you point out the one-sidedness of someone else's argument, you make an equally one-sided/lopsided argument. You make it seem like the lower cooldown actually increases the use of onslaught when it does nothing of the sort.

It's only you acting like a dimwit for the sake of being contrarian here, actually.
When I typed equal, I meant equal. Which would obviously include changes to Onslaught in it's current form. I cannot believe I had to explain that, truly a gcbtw+ expecience.
She's not wrong, though, that far too many people have asked for a free Onslaught without even so much as mentioning that they are willing to see an increased cooldown or decreased range on it. Their warrants have usually amounted to... job fantasy...
At this point I can see why she'd assume that from this particular disturbingly frequent suggestion.
So is using any other gap-closer outside of their CD window, i.e. just for mobility instead of damage optimization. And Onslaught has the second smallest penalty even then (second only to DRK, the OG gap-closer, which has no penalty except via desyncing from raid buffs). You've greatly underestimated how much the relative strength of Fell Cleave has fallen with the increase of the standard combo ppgcd.
Last edited by Shurrikhan; 11-12-2019 at 07:40 PM.
Thats why other tanks dashes has 2 charges.So is using any other gap-closer outside of their CD window, i.e. just for mobility instead of damage optimization. And Onslaught has the second smallest penalty even then (second only to DRK, the OG gap-closer, which has no penalty except via desyncing from raid buffs). You've greatly underestimated how much the relative strength of Fell Cleave has fallen with the increase of the standard combo ppgcd.
1 you could use for dps, and other for mobility and you dont lose any dps, you are only gaining for using it and it does not matter if you use second dash sooner or later as long as cooldown is going you dont lose anything.
Each onslaught use on single target cost warrior around 20 potency, and in dungeon environment where you use other skills for multiple enemies the potency loss for each onslaught elevates up to 104-140 potency, ironically in dungeons where you should use all mobility measures in order to get hit as small as possible when pulling. Is using mobility skills cost other tanks so much? I dont think so.
Last edited by Nedkel; 11-13-2019 at 03:38 AM.
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