Reworks are only for when a job is wildly unpopular. If any tank job is getting one, after Paladin did in 6.3, it would be Dark Knight.


Reworks are only for when a job is wildly unpopular. If any tank job is getting one, after Paladin did in 6.3, it would be Dark Knight.
WAR go brrrr!
j/k
It's my main go-to job when tanking, brings me the most joy!




This really is the core issue. Warrior's self sustain is grossly overrated in single content that actually hurts, i.e. Savage. All they need to do it put either a cap on Bloodwhetting's AoE healing like every other DPS multi-hitter or simply limit it to one hit altogether. I disagree about Holmgang though. With the changing to Living Dead, it's already almost the better invuln. They just need to make more use of bleed debuffs like in the Abyssos tier. That very nearly killed Holmgang's usage.
As for the thread itself. We don't need any convoluted rework. I'd like a little more complexity added to the job myself but I still enjoy it for what it is.
Last edited by ForteNightshade; 07-24-2024 at 02:18 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."



This, pure mitigation and shield are much more liked in higher content.This really is the core issue. Warrior's self sustain is grossly overrated in single content that actually hurts, i.e. Savage. All the need to do it put either a cap on Bloodwhetting's AoE healing like every other DPS multi-hitter or simply limit it to one hit altogether. I disagree about Holmgang though. With the changing to Living Dead, it's already almost the better invuln. They just need to make more use of bleed debuffs like in the Abyssos tier. That very nearly killed Holmgang's usage.
As for the thread itself. We don't need any convoluted rework. I'd like a little more complexity added to the job myself but I still enjoy it for what it is.
Regeneration is near worthless and you end up overhealing around 1/3 of your healing output.
Even if Bloodwhetting was removed, WAR would still have a lot of tools to deal with dungeons.
Warrior doesn't needs a rework, the only think I'd change is a 300s cooldown on Holmgang, maybe with a healing effect at the end of Holmgang but that would make it useful in dungeon and healers would complain.
Yeah...you don't play GNB. GNB is straight forward. You 123 70% of the time and just have learn the rule of if you have bloodfest coming up with no mercy than dump all your cartridges before no mercy for bloodfest. If it's on cool down keep 3 cartridges.I'm not really sure what the complaint even is in the first post. Almost every job is use everything on cooldown because all the cooldowns are synced up and if you miss it by even a fraction of a second you start to lose alignment with the rest of the group little by little.
Warrior is totally fine, the problems appear to be dark knight and gunbreaker. Gunbreaker should have good damage but holy cow... square says viper is too busy with that job next to it and they have to manage tanking stuff too?
dark knight I'm guessing they just messed up some potencies and added the weird delays when they streamlined it
Countersuggestions, likewise to better balance Warrior:
- Nascent Flash and Bloodwhetting now heal for 50% of damage dealt, rather than an amount per target hit.
- Primeval Pulse duration reduced from 15 seconds to 9 seconds and potency reduced from 400 to 300.
This is a loss of 1100 cure potency, which merely reduces Warrior's lead rather than prunes it completely, since Bloodwhetting's self healing now scales with one's damage potential, which was likewise increased.- The duration of Equilibrium's additional healing over time effect has been reduced from 15 seconds to 9 seconds, but potency increased from 200 to 250. This is a loss of 250 cure potency.
- Primal Ruination potency reduced from 780 to 700.
Last edited by Shurrikhan; 07-26-2024 at 09:28 AM.


I don't agree with this rework
That being said Warrior should be reworked Self healing and defensive wise. I'd mainly argue they need to remove target/party healing from Shake it off and nascent flash, I think it doesn't fit that warrior can outright heal other players (But is fine on jobs such as PLD/GNB), Obviously you'd still want some target mitigation and raid wide.
I think ontop of that Bloodwhetting Should not heal per enemy, Equilibrium should not have a regen Their 40% should have added mitigation instead of a heal.
Once you work out some of the absurd healing making it the strongest but not absurd, you can start talking about more interesting changes to warriors defensive kit, but in its current state it will always hold back healer design & the other tanks, just because people "find it fun" Doesn't mean it's healthy for the game.


I think bloodwhetting and the regen on shake it off are the only real issues with warrior. Just make bloodwhettings aoe lifesteal cap and remove the regen on shake it off.


the cap should be 1. It should be exactly like holy circles healing where it isn't per enemy anymore. 4 400 Potency heals is already enough, it shouldn't be able to get warrior back from 1 to full hp in one hit during AOE.
But in reality no warrior's self healing even if you changed BW and shake regen, would still be too much, equilibrium Does not need a regen. Damnation Shouldn't give a Regen, it should give some form of extra Mitigation, to actually give warrior something they need.
I'm fine with warrior having the highest amount of sustain, but they quite literally have healing abilities stacked with healing on them and all their regular defensive abilities have healing aspects on them, I think we need to go into a Different more healthy direction.
Last edited by Rithy255; 07-26-2024 at 08:04 PM.
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