Results 1 to 10 of 151

Hybrid View

  1. #1
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sephirah View Post
    This brings us back to they are both situational, I'm still sure more content will be released that will allow the WAR to shine.
    The math is pretty simple actually. 20% damage reduction is the equivalent of 25% increased max hp and 25% increased self healing (1/.8 = 1.25; reduced damage means that a smaller hp pool is effectively larger against the same amount of incoming damage as well as having the same amount of healing act upon an effectively larger amount of incoming damage). WARs have 25% +hp but only 15% +healing, which is where the 8% discrepancy comes from (1.15 / 1.25 = .92).

    For there to be content for WAR to really shine in, it would need to be content where healers are either incapable of healing the tank for extended periods or rapid fire burst phases (i.e. burst hit once every 15-20 seconds), such that either the self heals or the quick CDs of the WAR are actually valuable. It's a delicate balance to play around with. Honestly, I think it would just be better to take care of that 8% discrepancy and have the player make the entire difference, rather than having to create explicit situations just for WARs to shine.
    (0)

  2. #2
    Player
    Lharz's Avatar
    Join Date
    Aug 2013
    Posts
    36
    Character
    Lharz Zobby
    World
    Ragnarok
    Main Class
    Paladin Lv 60
    Guys, what I meant was that I just hope that if some balances are needed, SE will be smarter than Blizzard and won't destroy the spirit of the classes by making them similar.
    (0)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lharz View Post
    Guys, what I meant was that I just hope that if some balances are needed, SE will be smarter than Blizzard and won't destroy the spirit of the classes by making them similar.
    And as I've said, that can only be taken so far. I don't think WAR should get carbon copies of anything PLD has (at most, Improved Foresight should be buffed for MRD/WAR besides the defrease in recast). I do however feel that WAR needs a slight boost to their mitigation game. Self-heals should still be part of their gameplay model, but it stands to reason that a tank should have mitigation on some level.

    You could clone Blood Shield (as I mentioned earlier, rename it Dulled Nerves and make it proc from Inner Beast), buff Foresight only for MRD (change Improved Foresight to reduce the cooldown to 90 seconds and change "+20% defense" to "reduces damage taken by 15%"). If you don't want to clone Blood Shield directly, make the mitigation come from higher parry chance with a 20-25% mitigation ceiling; Foresight used to increase parry rates back in 1.0, and that concept might be worth recycling for 2.0's MRD/WAR.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Ondesvin's Avatar
    Join Date
    Sep 2013
    Posts
    23
    Character
    Onde Svin
    World
    Goblin
    Main Class
    Marauder Lv 50
    they should make the 15% healing as default on our defaince and not someting we can lose and make it work on all the healing we can get even our own buffs, or increase it to 25% only works on cure, as it is now we got a problem, what does a higher health pool give you if you cant get back to max hp after hit?

    but then again i think healers should learn that they can spam heal on us at there hearth content and not worry abourt threat being pulled of the warrior tank, we are after all not paladin noobs with low threat.
    (0)
    Last edited by Ondesvin; 09-09-2013 at 09:03 PM.

  5. #5
    Player
    Evandis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    47
    Character
    Evandis Shieldheart
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Ondesvin View Post
    they should make the 15% healing as default on our defaince and not someting we can lose and make it work on all the healing we can get even our own buffs, or increase it to 25% only works on cure, as it is now we got a problem, what does a higher health pool give you if you cant get back to max hp after hit?

    but then again i think healers should learn that they can spam heal on us at there hearth content and not worry abourt threat being pulled of the warrior tank, we are after all not paladin noobs with low threat.


    Anyway, once again, give a shadow style ability, or an enhanced parry ability, step up some evasion. However, a defense boost is not the way to resolve anything. Warriors in XI were designed as tanks and much more squishy than a Paladin as well.

    If you want to be super sturdy, than play PLD, but having two defensive spec tanks is retarded. If they go that route, give us PLDs a great sword and more DD abilities so we can all be as vanilla as the next guy.
    (0)