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  1. #1
    Player
    cjparmen's Avatar
    Join Date
    Jul 2017
    Posts
    23
    Character
    Cj Ryder
    World
    Jenova
    Main Class
    Marauder Lv 90

    Ideas for a fix for the WAR.

    okay so i have pretty much main tanked as the WAR since i think patch 2.4. so imo what SE should do to help fix the WAR just a few things.

    1. Treat the WAR like it was in SB , the tank that had little raid or group support but was pretty much a self sustain god among gods. a WAR is the tank that is supposed to take a tank buster to the face look at the boss and go " may i have another".

    2. Rework NF and the Nascent Chaos trait. okay for this i will out right say i HATE the Nascent Chaos trait, i say triple down on the Fell cleave memes and just make it so IR now turns FC and SC in to the upgraded versions while still receiving the auto DH&CH. and then as for NF i say it should just be a WAR specif version of Bloodbath.

    3. Bring back the BIG DICK HP BAR. okay so this should be obvious and i understand that they pretty much brought all the tanks in to line when it comes to base dmg reduction, but the reason the WAR was able to keep pace with the PLD back in the day was because of said HP bar. this would decently help the WAR to be a little more tanky. and you don't even have to up it a lot like at the least 5% of the total VIT or even TEN? and i would say at most 10%.

    Okay so these are just some of my ideas for some possible fixes for the WAR. feel free to add your own or hell even adjust mine, i admit i am no hardcore player i am pretty casual, so any hardcore players points of view would be helpful. also please only constructive criticism.
    (0)

  2. #2
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    When Inner Release was introduced, at first I thought that it would allow us to ignore mechanics with the anti-stun, anti-knockback mechanics. I thought "hey, everyone else is going to have to dodge this attack, or they'll get knocked off stage or stunned... but not ME because, I'm a bad-ass warrior who is going to stand their ground and keep on doing damage". What we got instead was an anti-knockback that only works on the same attacks that Arm's Length does, and an anti-stun that has never been useful, EVER, in the history of everness. WTF?

    What Inner Release basically does is narrow 90% of our damage into a 10-second window. Then we get to spam 1 2 3 1 2 4 until it's back up again. I wish there was a more engaging playstyle for when Inner Release was down. Something related to Storm's Eye perhaps? Or how full your beast gauge is before you use Fell Cleave? Maybe even add in some RNG factor to make it so that our rotation isn't the exact same thing every single time. Something tied into critical hits. For example, every time you land a critical Fell Cleave, your Storm's Eye buff gets extended 3 seconds. This would change when you have to re-apply the buff, leading to unpredictable rotations, which is actually something I would welcome. Not sure about anyone else.

    As for your ideas, I guess it goes without saying that NF needs to get changed. I think if we're able to cast it onto ourselves for the heals (not the 10% reduction though), it would be fine.

    And YES, I absolutely HATE not having more HP than the other tanks. This was, by far, the most disappointing change they have done to Warriors. It was actually one of the deciding factors that made me choose Warrior when I started playing FFXIV. I still, to this day, cannot believe they went through with something like this.
    (2)

  3. #3
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Make the Nascent Chaos trait turn Fell Cleave into Inner Chaos during Inner Release? I'm sorry, but are you insane? Do you understand how massive of a DPS buff that would be? So, in Titan savage you use Fell Cleave around 70-ish times on average, give or take the actual speed of the kill it will be a little higher or lower, but that's a good enough rough number. Fell Cleave has a potency of 590 while Inner Chaos has a potency of 920. If we assume that 3/4 of those Fell Cleave's were using during Inner Release that translates to 52.5, or 53 of which that now become Inner Chaos uses. From here the math is simple.

    920 - 590 = 330
    330 x 53 = 17,490 gained potency

    Since each of these attacks would be direct critical hits due to functioning under Inner Release, and we get a rough average of 920 potency's worth of DHC damage via Inner Chaos, we have more simple math.

    17,490 / 920 = 19.01
    50,000 (rough average Inner Chaos hit) x 19.01 = 950,543.47 damage

    In other words, this insane idea of yours would, with no other changes whatsoever, translate to Warrior gaining just shy of an additional 1 MILLION damage dealt over the course of the fight. That's a little below a 20% increase to total damage dealt. That's crazy.

    As for the rest, no, just no. Nascent Flash is already among the most powerful mitigation cooldowns in the game, with the only non-invuln skill that is even comparable to its strength being The Blackest Night, and the HP thing is a non-issue. Would it be kinda cool to have Warrior have a bit more HP? Sure, but with how all tanks have their baseline mitigation normalized now doing that would do nothing but make WAR objectively superior to every other tank for mitigation due to having a higher HP pool on top of one of the best mitigation skills in the game in the form of Nascent Flash.
    (1)
    Last edited by Lucy_Pyre; 02-22-2020 at 11:00 PM.

  4. #4
    Player
    cjparmen's Avatar
    Join Date
    Jul 2017
    Posts
    23
    Character
    Cj Ryder
    World
    Jenova
    Main Class
    Marauder Lv 90
    thank you for your insite, i honestly didnt think that the dmg boost would be anywhere near that much seeing as IR has a 90s Cd.
    (0)