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  1. #1
    Player
    Glazdon's Avatar
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    Mar 2019
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    6
    Character
    Glazdon Lyon
    World
    Faerie
    Main Class
    Warrior Lv 80

    Warrior Thrill of Battle Skill Idea

    So this idea just popped into my head tonight and I thought I'd toss it up here for the consideration of others and, with any luck, the dev team. It's pretty well known, though somewhat arguable, that Warrior has a bit of an identity crisis among the other tanks. I'd love to see the class move in a direction of more battle-rage and self-sustaining/healing over damage mitigation. To that end, what about this as a possible skill alteration?

    Thrill of Battle
    Duration: 8 seconds (Instead of the original 10)
    Increases maximum HP by 20% and restores the amount increased.
    Additional Effect: Increases HP recovery via healing actions on self by 20%
    Additional Effect: Duration increases by 1 second for each hit taken to a maximum of 10 seconds.
    Recast: 90 Seconds (Same as original but open to change. Maybe 60?)
    The maximum time could be played with, but I feel this would make a good addition to the job, as it would play excellently with the rest of the Warrior's toolkit while in combat, including N.Flash, Vengeance, and as always Equilibrium. With the way it is here, a single target fight will make it last the original 10 seconds. However in a pull phase of a dungeon it could last considerably longer, giving the healer more wiggle room to work with, the warrior more capability with the rest of their toolkit in the fight, and supports the identity of a battle-rage warrior by better fitting the namesake of the skill.

    Thoughts?
    (0)

  2. #2
    Player
    ArianeEwah's Avatar
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    Jul 2017
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    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Warrior doesn't even need a healer in most dungeons rn. Giving it an effectively 100% uptime on ToB, thus +20% healing bonus, is way too powerful, if not (heal-)overkill.

    I am saying that as a WAR main: WAR is already overpowered (no pun intended) it doesn't need any more cooldown/duration buffs in that direction. Warrior also has the Vengeance recoil bonus, it doesn't need anything more.

    Mind you, ToB was once on 120s CD. The recast reduction in Shadowbringers is already a buff. The reduced duration is a non-issue because you use it for its healing effect, rather the HP increase / don't have any use for its HP increase longer than 10s.
    (7)

  3. #3
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ArianeEwah View Post
    Warrior doesn't even need a healer in most dungeons rn. Giving it an effectively 100% uptime on ToB, thus +20% healing bonus, is way too powerful, if not (heal-)overkill.

    You might want to read the OPs post again, 8 seconds duration, increases by 1 second for each hit taken up to a MAXIMUM of 10 seconds, there is no potential 100% uptime.


    Quote Originally Posted by ArianeEwah View Post
    I am saying that as a WAR main: WAR is already overpowered (no pun intended) it doesn't need any more cooldown/duration buffs in that direction. Warrior also has the Vengeance recoil bonus, it doesn't need anything more.

    It really isn't outside of maybe trash aoe in dungeons. It's strong defensively and pretty simple in it's playstyle but lacks in dps compared to GNB or PLD to make up for the stronger mitigation and selfheal.


    Quote Originally Posted by ArianeEwah View Post
    Mind you, ToB was once on 120s CD. The recast reduction in Shadowbringers is already a buff. The reduced duration is a non-issue because you use it for its healing effect, rather the HP increase / don't have any use for its HP increase longer than 10s.

    The shorter duration certainly wouldn't be an issue but why would you not use it for the HP increase when it makes the difference between needing Vengeance for a buster and being fine with just Rampart? That's what it was primarily used for in Stormblood when the healing increase only worked on hard casts. You would probably be fine even if ToB only lasted 6 seconds.


    In regards to the suggested change, I just don't see much of a reason for it. Like Ariane said you don't really need the 10 second duration for any of ToB's current uses so it wouldn't change anything. No competent healer is gonna spam heal you just because they see ToB is up for 18 seconds. You would still just press ToB the same way you have done so far.
    (1)
    Last edited by Absurdity; 08-29-2020 at 01:49 AM.

  4. #4
    Player
    Sqwall's Avatar
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    Jun 2013
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    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Absurdity View Post
    You might want to read the OPs post again, 8 seconds duration, increases by 1 second for each hit taken up to a MAXIMUM of 10 seconds, there is no potential 100% uptime.
    Ok I read this as it starts with 8 seconds, but each subsequent hit increases the timer by 1 second to a maximum of 10 seconds. This means that it refreshes the timer by 1 second every time you get hit but can't EXCEED 10 seconds. So this means you can continue to keep thrill up as long as you out pace the timer with more hits.

    BUTTTTT I don't think this is needed at all. With the effective changes to WAR's nascent flash I need WAY less healing then ever when I roll WAR. WAR is the heal tank....not a healer. With this change WAR would not even need a healer as long as thrill is up and kind of undermines nascent as I is stupid strong with Chaotic Cyclone and Inner Chaos.

    Adding something like this would ultimately BREAK WAR for being to OP. WAR is fine with the changes in 5.3 and feels super comfy to MT or OT. Some of the best survivablity honestly.
    (0)

  5. #5
    Player
    shao32's Avatar
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    Apr 2015
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    arcadis
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    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    I personally interpret it as the buff will always recive 1 extra second every time you are hit by an attack and the maximun of seconds you can storage are 10 making it have a 100% uptime if they are multiple targets hitting you wich is absurd, WAR is already with DRK absurdly strong in the mitigation field.

    If OP meant you get a 8s buff and you are able to extend it 10s more to a maximun of 18s of efective buff duration under the right circustances maybe should change the tooltip, still WAR don't need that kind of buff whatsoever.
    (0)
    Last edited by shao32; 08-29-2020 at 02:24 AM.

  6. #6
    Player
    Absurdity's Avatar
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    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by shao32 View Post
    I personally interpret it as the buff will always recive 1 extra second every time you are hit by an attack and the maximun of seconds you can storage are 10 making it have a 100% uptime if they are multiple targets hitting you wich is absurd, WAR is already with DRK absurdly strong in the mitigation field.

    If OP meant you get a 8s buff and you are able to extend it 10s more to a maximun of 18s of efective buff duration under the right circustances maybe should change the tooltip, still WAR don't need that kind of buff whatsoever.
    Hmm...okay yeah, I see that now, it's a bit vague. I simply assumed it's a maximum of +10 seconds duration because having a potentially constant 20% more hp and 20% more healing would be ridiculous.
    (0)

  7. #7
    Player
    Glazdon's Avatar
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    Mar 2019
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    6
    Character
    Glazdon Lyon
    World
    Faerie
    Main Class
    Warrior Lv 80
    All of which are fair points. I'll agree that it's not necessarily needed, as it's a small change that only affects certain situations. I definitely wouldn't say that it undermines Nascent Flash in the slightest as the current skill already makes NF more effective with it's self-heal buff and this wouldn't alter that at all. I'm not sure I'd say that it would break WAR either since the real capability of the skill change only applies to large trash pulls. In raids or dungeon bosses where it's a single target fight, the skill would act exactly as it does currently.

    It's more the conceptual idea that I like more than anything, that getting hit increases the strength of a buff or its duration. Essentially that the act of combat itself empowers the Warrior.
    (0)

  8. #8
    Player
    Sqwall's Avatar
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    Jun 2013
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    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Glazdon View Post
    All of which are fair points. I'll agree that it's not necessarily needed, as it's a small change that only affects certain situations. I definitely wouldn't say that it undermines Nascent Flash in the slightest as the current skill already makes NF more effective with it's self-heal buff and this wouldn't alter that at all. I'm not sure I'd say that it would break WAR either since the real capability of the skill change only applies to large trash pulls. In raids or dungeon bosses where it's a single target fight, the skill would act exactly as it does currently.

    It's more the conceptual idea that I like more than anything, that getting hit increases the strength of a buff or its duration. Essentially that the act of combat itself empowers the Warrior.
    Let me reiterate my post. It would undermine Nascent + AOE do to the 20% extra healing. If I were to pull 3 packs of mobs (which I do) and use chaotic cyclone with nascent is just insane heals anyway. Pop thrill of battle (your version) , that would not want me to pop Nascent at all since I would reach almost 200k HP and getting 20% more healing. This with Nascent is just crazy if a fight drags on for 1 min or more. 20% more healing and 20% more max HP, AND healing that 20% gained. I mean...wow. Then if I pop nascent 2 times during that fight and Path Spam.....that's kind of overkill if you ask me.

    I typically use Thrill before a tank buster and save my equilibrium if I don't get heals following. Healers seem more hesitant to heal a WAR now, and rightly so. So I usually save my equilibrium when thrill is down and try to alternate the two. I find myself scrambling if I pop thrill + equal at the same time. Yes it's a huge jump in HP, but equal is SOOO handy when I use it when thrill is down.

    I have always liked the idea of gaining Beast Gauge when a WAR is hit. To your point "fuels the warrior's combat"...this is reminiscent warrior from WoW as it worked the same way with Rage. But then it would be a full on cleave/decimate fest on WAR if that were the case. WAR is in such a precarious position that adding slight buffs would really change it quite a bit. It will be interesting to see what the next expansion holds. Personally I want onslaught beast gauge spender removed with a trait next expansion, and upheaval add a bleed of some sort that I can keep refreshing in future expansions.

    LOL couple this new skill with holmgang and this could be quite incredible don't get me wrong. But just seems broken to me. Maybe trait next expansion? Just my thoughts as WAR just feels so comfy for me currently.
    (0)
    Last edited by Sqwall; 08-29-2020 at 05:22 AM.

  9. #9
    Player
    ArianeEwah's Avatar
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    Jul 2017
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    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Sqwall View Post
    Let me reiterate my post. It would undermine Nascent + AOE do to the 20% extra healing. [...]
    You don't need to worry about that. Nascent Flash doesn't "heal", it "absorbs". The +20% doesn't affect life-leech/HP absorbed by dealing damage.

    What it does affect is Equilibrium, Storm's Path healing (tho [should] not be used during trash pulls), and all other healing spells and abilities with cure potencies.

    I already said, WAR is probably the strongest tank in dungeons. It's the closest to not needing any healer at all. You could run with 3 dps, and not lose to missing heals thanks to NF, and SiO. I've had plenty of runs where I didn't even get an Excogitation, or even Embrace was overkill. That's why I said this change is un-needed. Having permanent +20% HP pool and healing bonus just increases the leeway when to heal, and how much to heal - which is already so large.

    Try to balance the other tanks for that. You would've to give PLD 100% block rate to even the odds (e.g. by increasing Sheltron duration or a trait that increases your block rate if you get hit/block during x seconds, and can stack up). GNB e.g. would need perma Aurora, and DRK an extra shield for each enemy hit by a "Dark Arts" Flood after the first target.

    But honestly, it's possible to run any dungeon with normal comp, and no need for any healing spells (GCD heals) if party is decent and competent, with WAR having the most leeway imho, followed by DRK. So, unless we want to make healers obsolete in dungeons (well, more than they already are), then this change must not happen.

    On a side note: should dungeons "damage taken" increase - for whatever reason -, this would serve as a nice first concept. But don't quote me on that.
    (0)

  10. #10
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,949
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    I definitely would not want Onslaught removed as a gauge spender unless we get something else to fill the same function. In a optimal fight you do not want to use it outside of IR but having it available to adjust your gauge in case Upheaval drifts and you need to hold it is too useful.



    Same with gaining "rage" from taking hits. It sounds nice but it would be a nightmare to work with because of it's unpredictable gauge generation.

    Taking a hit right after an Infuriate? You could've potentially just overcapped your gauge and lost dps. Planning with the gauge from hits? You randomly dodge a hit and are now missing gauge you planned on having.
    This would be even worse if the gauge generated from hits ends up being an uneven number. Anyone remember 4.0 warrior stances? I'm sure everyone loved having 15 or 8 gauge.
    (0)
    Last edited by Absurdity; 08-29-2020 at 05:51 AM.

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