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  1. #1
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100

    So the Big Buff to WAR was....

    A Shake it off mitigation increase.
    *scratches head*
    SE, you missed the target with the WAR buff. You could have buffed Nascent flash and made it a bit better of an OT skill with maybe 75% healing on the other tank or increasing its duration.
    Could have given small potency buffs to WAR to make up for the DH/Crit it has making it weak in certain compositions. You could have buffed its self healing aspect a bit.
    But no... you buffed... the one thing that no one really is going to care about. Shake it off...
    (4)

  2. #2
    Player
    Superstructure's Avatar
    Join Date
    Jul 2019
    Posts
    4
    Character
    Wandering Echo
    World
    Twintania
    Main Class
    White Mage Lv 90
    Aside from crit/dhit dilemma there were 4 adjustments I was hoping for:

    1) Being able to cast NF on myself (obvious)
    2) Storm's eye duration extended to 45 seconds
    3) Onslaught getting second charge
    4) Upheaval damage scaling up with your hp so you can boost it with thrill of battle just like before
    (5)

  3. #3
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Superstructure View Post
    Aside from crit/dhit dilemma there were 4 adjustments I was hoping for:

    1) Being able to cast NF on myself (obvious)
    2) Storm's eye duration extended to 45 seconds
    3) Onslaught getting second charge
    4) Upheaval damage scaling up with your hp so you can boost it with thrill of battle just like before
    1. This should be done, agreed.
    2. While I don't think this is necessary, if it were to happen I think 40 seconds is the highest you could ask for since Samurai got similar changes to its self-buffs in ShB.
    3. It works via gauge spending, it will never get charges. There isn't a single instance in the Eden's Gate savage tier where you needed to gap close more than twice in ten seconds, and I doubt there will be one in Eden's Verse.
    4. This is a horrendous idea. It's terrible on Spirit's Within for Paladin as well. Let this kind of design die out as it should.
    (0)

  4. #4
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Superstructure View Post
    1) Being able to cast NF on myself (obvious)
    Though, the point of NF is to be WAR's "Help your ally" skill. Much like how a DRK might TBN someone else, a PLD might use Intervention or a GNB might HoS someone else...

    The odd part is that WAR actually gets benefit themselves for using it, unlike every other Tank whom sacrifices their own usage of a short CD defensive skill when using it on someone else.

    What's even stranger, is that this isn't even WAR's "Self Heal" skill. Like, GNB has Aurora, PLD has Clemency, DRK has Abyssal Fail and WAR has Equilibrium. But then WAR also gets an additional self heal from their skill that mitigates for an ally too?

    2) Storm's eye duration extended to 45 seconds
    Would be nice. Or honestly, make Storm's Eye give 20 Beast Gauge so it feels less sucky to cast it over Storm's Path...

    Or better yet, scrap it and bake the 10% damage buff into Warrior's base damage or put it on an independent skill so that it's also not clunky af when preparing to do AoE (Since, requiring a full ST combo chain to get the buff is not particularly intuitive design when every other tank can just go ham on mashing their AoE's without worry)

    3) Onslaught getting second charge
    Could be nice. Though, there was a lot of arguments about this pre-ShB release when we got the info on skills...

    4) Upheaval damage scaling up with your hp so you can boost it with thrill of battle just like before
    I believe this was intentionally removed because 99.99% of the time, ToB was literally just used for the extra DPS from Upheaval. Which is not intended for the defensive CD to be only used as a DPS CD.
    (4)

  5. #5
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Kalise View Post
    Though, the point of NF is to be WAR's "Help your ally" skill. Much like how a DRK might TBN someone else, a PLD might use Intervention or a GNB might HoS someone else...
    The difference is DRK can use TBN on themselves. PLD can use their heal on themselves. I don't care if they sacrifice a GCD for it. Clemency can be spammed to restore ridiculous amounts of HP. TBN is an on-demand shield, compared to NF that is conditioned behind you having either Inner Release or an Infuriate stack in order to be effective.

    And I'm glad that you brought up Gunbreaker's Heart of Stone.

    Heart of Stone:
    Reduces damage taken by a party member or self by 15%.

    Wait, what's that? Let's go over that again.

    "Reduces damage taken by a party member or self by 15%."

    Do you see it yet? Can you spot the unfairness?
    (1)

  6. #6
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by BluexBird View Post
    The difference is DRK can use TBN on themselves. PLD can use their heal on themselves. I don't care if they sacrifice a GCD for it. Clemency can be spammed to restore ridiculous amounts of HP. TBN is an on-demand shield, compared to NF that is conditioned behind you having either Inner Release or an Infuriate stack in order to be effective.

    And I'm glad that you brought up Gunbreaker's Heart of Stone.

    Heart of Stone:
    Reduces damage taken by a party member or self by 15%.

    Wait, what's that? Let's go over that again.

    "Reduces damage taken by a party member or self by 15%."

    Do you see it yet? Can you spot the unfairness?
    NF wasn't designed to be used on self without a target. That's literally why Raw Intuition exists and shares a same cooldown. You want a short recast defensive cooldown? Use RI that's what it's there for, there's your self damage mitigation like Heart of Stone. Do you see it yet? Can you spot how the skills were designed? One is designed to reduce the damage you take and one is designed to reduce damage your ally takes. It just so happens that NF is stupidly strong, and unlike the other Tank defensive cooldowns, actually provides a bonus to the WAR. If a GNB casts HoS on an ally, they don't benefit. If a PLD casts Intervention on an ally, they don't benefit. If a DRK casts TBN on an ally they at best break even on MP cost. WAR? Heals for days in addition to being buddy buddy. It's insane. You're tied with DRK for the strongest ally mitigation tool and you're busy screaming about how you can't use it on yourself. The only thing unfair about NF is how much healing it gives the WAR in addition to the damage reduction and healing it gives their ally.
    (5)

  7. #7
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by BluexBird View Post
    Do you see it yet? Can you spot the unfairness?
    PLD self CD: Shelltron
    PLD ally CD: Intervention

    DRK self CD: The Blackest Night
    DRK ally CD: The Blackest Night

    GNB self CD: Heart of Stone
    GNB ally CD: Heart of Stone

    WAR self CD: Raw Intuition
    WAR ally CD: Nascent Flash

    Do you see it yet? Can you spot the unfairness?

    I'll highlight it for you:

    WAR self CD: Raw Intuition

    The Warriors self CD is supposed to be Raw Intuition. However, where the qualms are coming from about "Needing an ally to target NF" is that WAR's ALLY SKILL is far superior for THEIR OWN defence than their actually dedicated self target CD this is in ADDITION to its ally benefits.

    "Oh, but HoS only uses one action bar space"

    So does TBN...

    ...and NF apparently, since NF being used as WAR's self skill due to the high throughput healing it provides, hence complaints of "Needing an ally to target"
    (6)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Kalise View Post
    ...and NF apparently, since NF being used as WAR's self skill due to the high throughput healing it provides, hence complaints of "Needing an ally to target"
    Which isn't actually helping mitigate the damage they take. Its kind of annoying that they can get away with this since tankbusters are spread out enough that Holmgang, Thrill of Battle, Rampart and Vengeance can cover every tankbuster without needing Raw Intuition. They would likely be content if Raw Intuition wasn't mitigation and it was the old Bloodbath.
    (2)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by BluexBird View Post
    Do you see it yet? Can you spot the unfairness?
    Quote Originally Posted by Kalise View Post
    I'll highlight it for you:

    WAR self CD: Raw Intuition

    The Warriors self CD is supposed to be Raw Intuition. However, where the qualms are coming from about "Needing an ally to target NF" is that WAR's ALLY SKILL is far superior for THEIR OWN defence than their actually dedicated self target CD this is in ADDITION to its ally benefits.

    "Oh, but HoS only uses one action bar space"

    So does TBN...

    ...and NF apparently, since NF being used as WAR's self skill due to the high throughput healing it provides, hence complaints of "Needing an ally to target"
    Would this suffice?

    General Changes
    • Critical Strikes no longer bypass Block and Parry.
    • Effect chances in excess of 100% now instead increase the potency of the effect instead. For instance, a 120% chance of a +50% damage Critical Hit will become a 100% chance of a +60% damage Critical Hit. (This mostly just increases Warrior throughput.)

    Paladin
    Shelltron - Generates a shield equal to 12% of your maximum HP. While active, you block all attacks against you. This shield lasts a maximum of 6 seconds.
    This equates to a 15% eHP shield, minus wasted block chance, and can, as per the PLD theme, be extended by other CDs. Its largest feature is that the strike that breaks the shield is still fully mitigated by the block, meaning that it can exceed the simple 15% eHP increase.
    Intervention - Reduces the damage that you or your target party member take by half of your existing damage reduction effects (including Tank Mastery). Cannot be used on self while Shelltron is active. Cannot share the effect of Hallowed Ground.
    This exceeds the value of Shelltron where at least Rampart is active and you would have taken damage in excess of your maximum HP. More importantly, it can be used on others. It's especially effective when used in pairing with CDs meant to extend Shelltron.
    Warrior
    Raw Intuition - Reduces damage taken by 20% for 6 seconds.
    Unchanged. Straightforward.
    Nascent Flash - Affects you or your target party member with Nascent Glint, causing your or their current and maximum HP to be increased by 40% of your damage dealt over 7 seconds. The portion of damage dealt converted to increased maximum HP decreases rapidly as it exceeds one's normal maximum %HP.
    Rather than offering you either its "MT" or "OT" component freely bundled with its opposite, Nascent Flash now forces you to choose between using the skill on oneself or on one's ally. It's weaker as a self-mitigation tool than Raw Intuition, but can allow the Warrior to prepare for a minor tankbuster with an Inner Chaos and then heal self or target back up with the remainder of the duration, or burst in preparation for a tankbuster as to prevent their co-tank from being one-shot. It has a higher throughput ceiling than most OT skills, but like Intervention it requires far more setup to utilize its potential.
    Reducing burstiness: Fell Cleave increased to 620 (+30) potency, while Inner Chaos is reduced to 820 potency (-100). [This is mostly flat over a long continuous-uptime fight.] Decimate increased to 280 potency (+30), while Chaotic Cyclone has been reduced to 380 (-20). [This just, again, gives a bit less focus on just the Chaos skills.] Note: the changes to guaranteed chances will already make the Chaos skills noticeably stronger during Crit / DHit raid buffs, improving their damage while normalizing their gameplay and allowing Warrior to use the same stats as all other tanks.
    Or....

    General Changes
    • Critical Strikes no longer bypass Block and Parry.
    • Effect chances in excess of 100% now instead increase the potency of the effect instead. For instance, a 120% chance of a +50% damage Critical Hit will become a 100% chance of a +60% damage Critical Hit. (This mostly just increases Warrior throughput.)

    Paladin
    Aegis Boon- Generates a shield equal to 12% of your maximum HP to self or target party member. While active, reduce he damage of all attacks against you or the target as if blocked. This shield lasts a maximum of 6 seconds.
    This equates to a 15% eHP shield, minus wasted block chance, and can, as per the PLD theme, be extended by other CDs. Its largest feature is that the strike that breaks the shield is still fully mitigated by the block, meaning that it can exceed the simple 15% eHP increase.
    Bulwark - Affects self or target party member with Bulwark for 6 seconds. Bulwark Effect: Duplicates at 50% strength the greater of all existing effects on self or target that reduce damage taken, including shields, increased chance of bonus mitigation, and % damage reduction. Lasts 6 seconds.
    If you or your target have a ton of CDs up and are about to take heavy damage, use Bulwark since it has a higher effect ceiling. Otherwise, use the skill with the higher mitigation floor, Shelltron.
    Warrior
    Raw Intuition - Reduces the damage that you or your target party member take by 20%. Range: 8 yalms.
    Your straightforward mitigation option, but usable on self OR a party member. Only reaches as far as Overpower, so you'll have to seem more or less in range to do something yourself to protect someone with Raw Intuition.
    Nascent Flash - Affects you or your target party member with Nascent Glint, causing your or their current and maximum HP to be increased by 40% of your damage dealt over 7 seconds. The portion of damage dealt converted to increased maximum HP decreases rapidly as it exceeds one's normal maximum %HP.
    As above, it has the higher throughput maximum, but requires more setup in terms of CDs, gauge, and time.
    Reducing burstiness: Fell Cleave increased to 620 (+30) potency, while Inner Chaos is reduced to 820 potency (-100). [This is mostly flat over a long continuous-uptime fight.] Decimate increased to 280 potency (+30), while Chaotic Cyclone has been reduced to 380 (-20). [This just, again, gives a bit less focus on just the Chaos skills.] Note: the changes to guaranteed chances will already make the Chaos skills noticeably stronger during Crit / DHit raid buffs, improving their damage while normalizing their gameplay and allowing Warrior to use the same stats as all other tanks.
    Gunbreaker
    • Brutal Shell revised. Rather than self-healing, Brutal Shell will now afflict its target with Shell Shock, reducing their damage dealt by half of Brutal Shell's damage dealt. Shell Shock is consumed as it decreases damage dealt but otherwise accumulates indefinitely.
    • New trait, The Best Defense..., added at level 40. It causes all cartridge-consuming skills to likewise benefit from Shell Shock.
    • Heart of Stone buffed. In addition to decreasing you or your target's damage taken by 12%, it now causes generates shielding for you or your target equal to half your damage dealt by skills that generate Shell Shock. Only the first hit of any multi-target attack will generate shielding.
    • Camouflage revised. It now grants a 50% Parry chance and 10% increased Dodge chance. (This still supplies exactly 19% mitigation, but in a more thematic manner. The 10% mitigation was never enough to make the difference between life and death anyways, and HoS has been buffed to compensate anyways, while further Camo buffs via later traits will help to make up for GNB's relatively poor AoE damage.)
    • New trait, Flash of Steel added at level 52. When an enemy afflicted by Shell Shock attacks you while Camouflage is active, they have a chance proportionate to their damage mitigated to be dodged or parried. Additionally, Camouflage now causes you to counterattack for 50 potency whenever you dodge or parry. (This helps GNB draw in some of its slack in AoE, and in a fun way.)
    • To compensate, Bow Shock is now on the GCD and shares a cooldown with Sonic Break, but Bow Shock and Sonic Break now deal 100 potency per tick and Bow Shock's direct potency has been increased to 300. This reduces its in-raid potency by 150 per minute, or 250 potency per 90 seconds, enough to make up for the 4-6 parries against the boss (worth 200 to 300 potency) likely to occur over Camouflage's duration every 90 seconds.

    Dark Knight
    • The Blackest Night reduced to 20% shielding. (This may actually be a buff, in that it will be made easier to "pop" at a higher frequency in serious content than it will be rendered unable to save. Total throughput over a given fight may actually increase while frustrations decrease.)
    • Bloodspiller and Quietus now always generate 200 and 500 MP, respectively. That effect has been removed from Delirium. Slightly increases potency per minute.
    • Blood Weapon duration increased to 11 seconds.
    (1)

  10. #10
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by BluexBird View Post
    PLD can use their heal on themselves. I don't care if they sacrifice a GCD for it.
    You don't care that Paladin has to spend a GCD and mp, and damage, three sacrifices just to heal, while Warrior, requiring an ally to use NF is the trade-off for such a busted amount of healing for FREE. But you are crying over requiring a target or needing to use a macro....screams nothing but gross entitlement. Quit crying about it, every tank has to deal with targetting macro, look at Shirk, most common shared targetting macro among tanks. At least NF works even if NF macro gets delayed too late to mitigate the damage, Intervention, TBN or HoS applying after the damage, makes them pointless, except mitigate a couple autos maybe, while DRK suffers a 3k mp loss if it doesn't break in it's duration.
    (3)
    Last edited by aodhan_ofinnegain; 02-22-2020 at 10:11 PM.

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