Make storm eye duration to 40 seconds this means one more storm eye. Change vengeance to 60 potency. Change Inner chaos to 930 or 940. Make onslaught 200 or lower the cooldown and the gauge cost. Just pick one or all leave a comment
Make storm eye duration to 40 seconds this means one more storm eye. Change vengeance to 60 potency. Change Inner chaos to 930 or 940. Make onslaught 200 or lower the cooldown and the gauge cost. Just pick one or all leave a comment
Storm eye seems fine buff but that seems more like a quality of life change than a buff. Vengeance would just force WAR to be MT as it kinda already does with its damage tied to it, if you have a WAR OT you are losing damage. Inner chaos doesn't come up enough for this to be a signifcant buff to their numbers so it wouldn't be much of a change.
Making onslaught better would be nice, but how the job flows you don't onslaught unless you have to, during IR, or if you somehow need to dump beast gauge. Onslaught would need to be more of a DPS gain than Fell cleave for players to use it. Upheavel works because its a signicantly higher scaling with beast guage and damage vs fell cleave.
Give storms eye a DoT effect in addition to its damage buff.
I want Onslaught's cost to reduced to 10 just so I can use it to land Storm Path on 90 guage ( and lessen guage needed before I have to away from boss).
Other than above, not much I feel necessary knowing some defensive buff incoming patch, I will take anything.
Damage wise, may be a little potency added to Upheaval... :x
They are not going to buff damage of any of the tanks, just some deffensive stuff.
It is their statement from the live letter.
Yes it does need potency buffs. Warrior does NO DAMAGE outside of inner release. thats 80s of you just being stupid. mediocre fell cleave is a joke. and that is all you do, other than maybe one upheaval every 30s. crit makes a massive difference to OTHER WARRIORS you are competing against (gear discrepency), the scaling is not nearly as high as you are making it out to be. it wont be a significant enough change nor is it a justification to not provide potency buffs.
if you cannot get your IR off and it needed to get off [example, the rdps is so high you cannot use it (good example is E1S adds)] you suffer a bigger loss than anyone who is not bursty. this is the issue putting all of warrior's damage in a tiny 10s window. not only that, with the existance of NF which provides ways to self heal, you do not do enough damage to compare to the other tanks as their dps is spread out. so if you miss a FC or a window for IC, you are punished brutally compared.
Warrior was only top tank dps in Stormblood. Warrior and Dark Knight were competitive in dps. only paladin stood no chance. it does make sense. Paladin offers a massive opportunity in rDPS gains with the toolkit for utility. warrior only has shake it off, which costs resources. However, this means Dark Knight needed a bit more as it too didnt have as much ultility.Warrior doesn't need any DPS buff.
Extend Storm's Eye duration is ok, it could help.
I dont understand why ppl playing warrior feel bad if they are not Tank Top DPS...I dont see the point...Its like they think that Top DPS for Warrior is a must...when it doesn't make any sense. Maybe is because War used to be tank Top DPS in old expansions like Stormblood or Heavensward? i dont know.
storm's eye being bumped 40s is not just "ok", it would make a massive difference and will definitely be a dps gain. there are times you have to spam eye twice just to make sure it doesnt fall off before IR. No other tank needs to prepare a self-buff like eye before their burst phase. this often at times can just push back your burst due to boss jumps or mechanics and costs the warrior synergy with the party. this isn't just some "okay it could help", this is something that will help.
Last edited by millktea; 08-25-2019 at 04:39 PM.
Warrior literally raises dust storms around itself from emitted aether. That Warrior may use it less than the other tanks doesn't mean that Warrior would gain nothing of significance from their use of it. Nor should "use of aether" alone explain relatively poorer tank performance.
No, it doesn't. It will still do 12% target HP absorption (greater than Divine Veil on co-tank, about even on melee, and only a bit worse on everyone else, atop affecting self while Divine Veil will not and stackable with ToB and TBN for 57% HP absorption) on a 25% shorter CD and without a healing activation requirement even if you feed it no resources. You also can feed it only the last 1 to .5 seconds of said buffs if you wish as their remaining duration does not matter at all. A well-used Nascent Flash provides more restoration than Intervention does mitigation except vs. one-shot mechanics and self-heals in the bargain. Both of those WAR tools are technically superior to PLD's. WAR just lacks Passage of Arms; that's it. As does GNB and DRK, who instead offer every 90 seconds nearly the same strength against raid damage as Passage of Arms does every 2 minutes despite the latter requiring no movement or actions over its use.
PLD offers the least free combined HPS/APS to its co-tank over time and its one additional raid mitigation skill is painfully situational. Aurora + HoS, TBN, and NF all outperform Intervention (the worst on-demand cross-mitigation skill) and Cover (a skill which deals no mitigation yet costs an Intervention or Shelltron).
Fair enough. However...
This... is badly erroneous or oversimplified, depending on how obtuse you intend to be. We might as well say that DRK without MP, lifesteal, Blood skills, or shadow aesthetics would still be just the same as when it had those things.
By all means, if you didn't enjoy the job before, don't feel compelled to give it even a fair shake now. But let's not call what was drastically changed for the less involved or entertaining for a significant number of players "unchanged".
Last edited by Shurrikhan; 08-25-2019 at 05:34 PM.
My response was to a post about job identity, part of which is a job's lore and the nature of its abilities beyond just their numbers. Part of their reasoning for warriors deserving to be top DPS was that they carry a giant axe. If having a giant axe qualifies as a valid argument, then I would posit that pointing out the job's lack of aetherial manipulation as compared to the other tanks should be a permissible counterpoint. I am unsure as to why that poster believed their possession of a giant axe justified giving them higher DPS than the other tanks, however. Regardless, my response to them was largely tongue-in-cheek, as there is no valid justification for giving warriors higher damage than the other tanks with current design accounted for, particularly if we consider that GNB exists.Warrior literally raises dust storms around itself from emitted aether. That Warrior may use it less than the other tanks doesn't mean that Warrior would gain nothing of significance from their use of it. Nor should "use of aether" alone explain relatively poorer tank performance.
In any case, to reply to the rest of the thread: I do not feel that warriors are currently disadvantaged. They just aren't the dominating force they were before. The other tanks certainly deserve their chance to shine, and the excellent balance SE has struck between them at this point in the game has provided just such an opportunity.
Last edited by Absimiliard; 08-26-2019 at 05:03 PM.
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