Rearrange leveling actions, add unique effects to the other 30% mits, and turn down the button bloat:
DRK
- get Dark Missionary pre-70, instead set Inner Delirium to post-70we already get Bloodspiller and Quietus, and Blood Weapon upgrade from 62 to 70; every Blood Gauge action (except the Shadow) is learned between 60 and 70, leave some for post-70!- remove the gauge cost on Shadow, make Shadowbringer a GCD, or just rework the whole job.We need a unique tank job more than ever! Where is my haste tank? 3/5 Melee dps have haste effects, 4 if you include Rpr Enshroud. Healers have 2/4; then we have BRD and BLM (and somewhat SMN with Garuda phase)- Shadow Wall grants an additional effect of "Sole Survivor", a total of 5 stacks, each stack restoring 4% HP and MP when getting hit, and another 10% when all stacks have been triggered before duration runs out.
I wanna see old Dark Arts re-implented into this job; some like Eukrasia on a oGCD which affects all your GCDs, e.g. Hard Slash -> Scourge; Sython Strike -> Delirium; Souleater -> Power Slash; Unleash -> Dark Passanger and Stalwart Soul -> Abyssal Drain. Just food for thought.
GNB
- Fated Circle on 62 instead of Bow Shock (move to 72)it's more annoying not being able to spend your Cartridge on aoe for another 10 levels than some meager burst action in my opinion...speaking of...
- make Bow Shock an upgrade to Sonic Breakrn both actions are pretty much pressed in succession EVERY. SINGLE. TIME. just merge them- tweak Double Down a bit, e.g. to only be available very 120s (this would result in a perfect 120s loop on 2.5s GCD)
- when Nebula is active, you apply a little dot to your surroundings every time you get hit
WAR
- bring Butchers Block back, in place of Storm's Path around lvl 30
- Inner Beast on 30 for WAR Quest
- Raw Intuition - 35now hear me out: since ShB Warriors have no real reliable unique mitigation they used to had like Inner Beast heal+mit, Steel Cyclone healing or Bloodbath (well, that was op anyway, but I digress); but nerf its healing effect so it doesn't trigger on multiple targets! With the (next) changes to Storm's Path, healing would be lacking otherwise- get Storm's Path post-50 where it actually matters: once you have Fell Cleave! Moar gauge, bb!
- either rework Berserk/Inner Release into 60s/120s window or rework Infuriate.Right now, it doesn't really make sense that Infuriate increases your gauge anymore, since it will ALWAYS be spend on IB/FC/IC or SC/Decimate/CC and does NOT affect your Inner Release, nor your oGCDs. But for god's sake, at least remove the guaranteed direct hit; I barely care anymore about the crit part, but the direct hit one still irks me.PLD
- Goring Blade rework (anyone surprised at this point?!)
- add a visual for Sword Oath and maybe Divine Might to the Oath Gauge... it's barren
- get Divine Might by spending all stacks of SwO before they expire
- remove Circle of Scorn and rework Spirits Within/Expiacion to having aoe+dot (same reason as Sonic Break/Bow Shock)
- Bulwark pre-50 to be an action for GLD; just for a small convenience
- Shield Bash either removed or reworked
- Cover off the gaugeSince the nerf from SB to ShB, the removal of 20% mit and adding gauge cost, this action has become so niche, the "most convenient use" in ShB last raid teir was to cover the MT, so they can stand still... additionally, once you hit 82 the other gauge options got upgrades, yet Cover recieved no love </3- Divine Might and Requiescat affects Clemecy potency and reduces its MP costI believe since EW PLD has good self-healing with its offensive spells, but Clemency remains pretty luckluster. If both magic buffs affect it, at least your rotation doesn't suffer as much as it does now, as it is still an additional GCD, and rn the only befit comes from Req insta cast effect with a huge potency loss.- Req becomes an upgrade to FoF, either with an aoe dmg effect or potency gets spread to burst actions
- if you block an attack during Sentinel, you can execute a Shield ground smash move once for damage
...oh, and bring back the job unique 20% actions Foresight, Shadowskin, and create a new one for GNB. Anyway, that's my 2 cents for now
Last edited by ArianeEwah; 12-12-2023 at 12:15 AM.
In general, i want tank design to not be an insult to player intelligence like WAR is.
I play all tanks and i want them to be less similar.
* General
- Rampart should go back to being PLD exclusive, and Reprisal back to DRK so the tanks can have more varied and unique mit/styles
- 30% mit to have unique effects
- Remove Intervention and Nacent Flash to make Holy Sheltron and Bloodwhetting able to target party members
* PLD
- Change Holy Sheltron: 15% shield, 15% mit, 150 potency heal
- Change Holy Spirit and Confiteor combo self healing to 300 potency self shield
- Add a 5% shield to Sentinel
- Change Clemency to 700 heal and 400 shield
- Make Intervene similar to Guardian but with an enemy stun. Then Cover and shield bash can be removed from hotbar
- Make Passage of Arms mobile and cost oath gauge
- Make Goring Blade an Atonement finisher
- Lean more into the ranged aspect of the gameplay
* WAR
- Change Bloodwetting: 15% mit, restores 75% of damage dealt as HP per weapon skill 300 cure potency, Duration 8s. Stem the Flow: 10%, Duration 15s. Stem the Tide: delivers an attack with a potency of 40 every time you or target party member suffer damage, Duration: 10s
- Change Equlibreum: 800 potency heal, additional effect: 300 potency shield
- Adjust Vengeance damage to 80, and physical damage changed to all damage taken
- New Action: 10% mit. Additional Effect: mit potency increases the more damage taken, 5% max Hp = 5% mit, 10% max Hp = 10% mit, 15% max hp = 15% mit. Additional Effect: 300 potency heal. Duration 20s
- Take healing off Shake it Off
- Give Upheal a second stack
* GNB
- Bow Shock becomes an upgrade to Sonic Break
- Adjust Nebula: Additional Effect: 200 heal regen
- New Action: Creates 250 potency barrier around self or target party member. If barrier breaks, you gain 1 cartridge
- Maybe some kind of continuation/timer extension for support skills
* DRK
- Honestly DRK should got the rework hammer awhile ago tbh
- Along with Reprisal, maybe we could have more debuff actions
- Maybe some DoT management/engagement (looking at you Living Shadow)
- Should be the close range magic/physical play style
Hopefully this all makes sense
For WAR I would honestly revert most of the changes EW made, obviously together with a shift away from the awful 2-minute burst meta.
-Inner Release is now 90 seconds again, lasts for 15 seconds and grants 5 stacks of Inner Release, makes all attacks Critical Direct hits for the duration or until all 5 stacks of Inner Release are used up (a mix of both new and old so even with 2.5 GCD and bad ping you should be able to easily get the 5 Fell Cleaves out). No, we will not keep the ability to use Inner Chaos during IR, we go back to actually having to think about when to use Infuriate to not waste cooldown reduction from Enhanced Infuriate.
Ideally I would want to replace the guaranteed Direct Crits with an Attack Power buff but then we might run into crit variance issues and it now at least interacts with your oGCDs and Vengeance again.
-Upheaval and Onslaught cost gauge again, Onslaught's cooldown is down to 10 seconds. Bringing back a tiny amount of gauge management and the ability to manipulate it easily with Onslaught, increase potency if necessary.
-Since IR now has a 90 seconds cooldown again I'd probably decouple Primal Rend from it and instead grant a stack of Primal Rend Ready for X amount of Beast Gauge spent.
-Both Bloodwhetting and Nascent Flash heal for 50% of the damage dealt during those 8 seconds (back to the ShB design) but Nascent Flash only heals the target you've used it on, not yourself.
-Remove both the flat healing and healing over time from Shake It Off and instead grant everyone affected by the ability X% life leech for 15 seconds (how much % really depends on the DPS output we have in Dawntrail and should probably also vary depending on role. The main point is that the healing is no longer completely free and instead depends on how much damage you can pump out during it's duration, this also makes you think a bit more about when to use SiO)
-Lastly just combine Upheaval and Orogeny, we do not need separate abilities for ST and AoE and it create space for a new oGCD.
That's just the changes I would make to existing abilities.
Why not revert the stacks as well so haste has value? I had pretty bad ping during shadowbringers to the point I needed 2.36 to reliably hit 5 fell cleaves and still thought it better than stacks. They'd probably need to change materia XI and XII to be chunkier discounts (maybe with a trait?) to not mess with intrarole melds, but that shouldn't be much to ask from a company that literally employs people to balance things. This would also keep the ability to use IC under IR, but at the cost of free buffed FCs (as something to avoid). That might also help it and drk feel different if the latter keeps stacks and some degree of flexibility with when their BS are used - assuming it doesn't get the full rework it needs.
It would be a bit of a pain to get right, but having an enhanced chaos trait to reduce the IR cooldown could be an interesting direction. It would also completely desync you so maybe not, I just like the idea of continuing their existing angry feedback loop somehow.
I thought shadowbringers hp absorb was 25% damage dealt, but I might be wrong.
I'd also like them to revert the name surging tempest to storm's eye, because surging doesn't sound as good.
The problem with EW design is that it has made it significantly harder to mess up so there's not any sense of satisfaction in everything being done right, that's just what should be expected. Well more so than before. Kaiten's gone so you can't miss the higanbanana buff, embolden isn't deteriorating stacks anymore just press buttons under it, paladin is just hit buttons whenever it'll be near enough, faceroll keyboard for summoner, healers lmao. I just don't get why they'd do that.
After you said it I had to do a double take because I wasn't sure anymore either, but checking old Balance posts it was indeed 50% of the damage dealt for 6 seconds (2 less than current) and 25% on the other party member. Since Nascent will no longer affect yourself after my change you could probably keep it at 50% for whoever you used it on.
I wouldn't mind reverting the stacks as well, I liked the high Sks playstyle of SB and ShB WAR, but I thought I'd at least concede on some of the changes made to simplify the job.
Granted I would want something new to be added to warrior and not have it be basically just ShB WAR again. That's why I specifically said those are only the changes I would make to existing abilities.
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