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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,792
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nedkel View Post
    Thats why other tanks dashes has 2 charges.
    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.
    Having two charges still allows only a period of 15-25 seconds (less with each successive raid desync) during which you can use mobility without greater damage loss than Warrior suffer from using its far freer and more mobile gap-closer.

    Now, admittedly, Onslaught is a massive loss relative to AoE damage in mass pulls since it's a single-target skill (though your math there is off, especially in that it doesn't even scale with targets hit by each would-be attack). ...But, why would you need a gap-closer in that scenario? The gather itself can be handled as easily with a single voke and popping a CD to hold threat against a HoT tick or what have you for the half-second before they enter your AoE (each CD you pop is deals as much enmity as would almost 6k damage).

    To be clear, I'd don't see any issue in itself with making Onslaught yet another carbon copy of the other tank kits. But, personally, I'd rather see gauge management returned to Warrior to give it a modicum of complexity, with Onslaught of course being used therein again, and something else given to compensate (like passive Gauge growth up to some low amount past where you stopped last fight) for WAR's missing QoL* capacities in casual content (*meaning insignificant, at least until there are super-Savage dungeons that make gather-kiting obligatory yet Onslaught's one-third CD somehow wouldn't help with that, etc., etc.), than to make tanks even more similar to each other in their concerns and playflow.
    (0)

  2. #2
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Lyth View Post
    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.
    Because using onslaught is a dps loss and war is already the lowest dps of all jobs.
    (0)

  3. #3
    Player
    Astraldeis's Avatar
    Join Date
    Sep 2016
    Posts
    10
    Character
    Yeulasa Astraldeis
    World
    Zodiark
    Main Class
    Warrior Lv 100
    I'd rather we keep the gauge cost of Onslaught. I wouldn't want to mindlessly be able to just dash towards a target, I want some thought in it;
    "Do I sacrifice 20 BG to quickly keep up with my GCDs and overall rotation, or do I sacrifice my active DPS to get an instant chunk of damage in by Fell Cleave after 3 seconds of running?"

    Besides, it'd just turn into another button you spam for DPS if the damage ain't removed. That I do not want.

    I want it to instead serve as mobility with a bonus attached to it.
    (1)

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