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  1. #1
    Player
    Gorehound's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sundyrsthal Einundsyn
    World
    Leviathan
    Main Class
    Gunbreaker Lv 80

    The Creative Skill Ideas Thread

    Hey all. The forums are riddled with warrior frustrations about being unable to main tank end game content. So I thought, instead of making Warrior exactly like Pally, we would have a thread about CREATIVE warrior ideas. Because if there is anything I don't want, it's homogenization of the classes. I'll start with some ideas I thought were cool.


    (This needs to be split into a couple of posts due to character limits...)
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  2. #2
    Player
    Gorehound's Avatar
    Join Date
    Sep 2013
    Posts
    15
    Character
    Sundyrsthal Einundsyn
    World
    Leviathan
    Main Class
    Gunbreaker Lv 80
    Unchained: Let's just change this entirely. It's really sub-par.

    Unchained is now off the Global Cooldown, has a 2.5s recast time, and lasts 30 seconds. It no longer effects your damage.

    While under the effect of Unchained, attacks that deal more than 10% of your maximum health deal only 80% of the damage dealt. However, each time you reduce damage with Unchained, you retain a stacking dot called Painkiller. Painkiller deals the 20% damage that should have been dealt to you over the next 10 seconds.

    The idea behind this is to reduce the spike damage that warriors take from heavy hitting moves, while not removing the damage entirely. Since the additional damage dealt is dealt over a stacking dot, this will increase the value of warrior self healing, like bloodbath.

    This is also active mitigation, meaning that you will need to be on the ball keeping it up, and there is a minor ramp up time with Wrath building.



    So what do you guys think? Any ideas of your own?
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  3. #3
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Wow... I actually quite like that a lot. Could use a bit of fixing up, but still, that's not a horrible idea.
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  4. #4
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    All of the Wrath consuming abilities need to be completely reexamined. The only one that's even remotely close to being useful is Inner Beast and, even then, it's of *highly* questionable value. In fact, everything involving Defiance and Wrath could do with a reworking.

    Defiance should get a 10% static +healing attached to it, simply because that's what's needed to make them equally viable with PAL from a mean mitigation standpoint. Conversely, it would be interesting to see the Infuriated status provide some benefit other than maxed out Wrath stacks, potentially 5-10% damage reduction or increased dodge/parry chance.

    Inner Beast should likely get some kind of buff attached to it, not the shield or increased healing that some people want, but, instead, something like a 30% reduction in incoming damage for the next 5 seconds that it actually acts as a real decision between the short term and the long term.

    Steel Cyclone and Unchained *both* need to be worked over. Their costs *drastically* outweigh their usefulness. Steel Cyclone should be changed to consume fewer than 5 stacks of Wrath so that the cost actually equals the benefit. As it stands, Steel Cyclone costs *way* to much for what amounts to a decent AoE. Unchained should be reexamined, but I don't really think it should become a survivability CD: it exists as an offensive CD and should likely remain that way (completely repurposing an ability is *highly* uncommon within the annals of MMO design). To really make it worthwhile, it needs to do a *lot* more than just removing the Defiance damage penalty. Rather than having it ignore the Defiance damage penalty, have it to crank the living hell out of your crit chance (which ties into the fact that Wrath stacks increase crit chance), potentially as large as a 100% crit chance for the duration. Slightly less than a 50% increase in damage for the duration would actually make losing your +healing a decent exchange.

    Of course, they could always leave the lost of the Wrath consumers alone and simply reduce the max number of Wrath stacks from 5 to 3 while increasing the contribution per stack to 5%. If you use Inner as soon as possible, you'd average lower +healing (6.67% rather than 7%), but you'd be getting a 50% more self healing from it than currently. You'd also be able to ramp up to Steel Cyclone faster, and it would lower the opportunity cost of using Unchained or Steel Cyclone to a more reasonable level (still high, but not nearly as bad as it currently is).

    Another option for Steel Cyclone, which would be most useful at the start of combat rather than waiting until you've gone through a full 20 seconds to get 5 stacks, would be to have it provide some debuff that reduces your self healing (if the 10% +healing on Defiance happens, remove that) for 10 seconds or so and prevents you from using it again until the debuff fades. Allow Unchained to remove said debuff and prevent it from being applied for the duration and you turn Unchained into a better CD to boot: remove the Defiance penalty *and* allow you to spam a free, high damage AoE? Muy bueno, even if it *does* reduce your mean mitigation.
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  5. #5
    Player
    Conna's Avatar
    Join Date
    Aug 2013
    Posts
    87
    Character
    Kaos Conna
    World
    Diabolos
    Main Class
    Arcanist Lv 71
    Honestly wrath needs to require less stacking considering from beginning to end its 20 seconds to get to innerbeast which even popping your offensives isn't an amazing heal (its nice but you're pretty much losing that health in the next 2 hits or boss ability). As a tank thats supposed to be about self healing we should get cds that feel as powerful as a paladins mitigations cds, but built around our health recovery through dmg mechanics.
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