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  1. #81
    Player
    Lhun's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    103
    Character
    Samuel Bellamy
    World
    Aegis
    Main Class
    Marauder Lv 11
    Quote Originally Posted by Derza View Post
    I call tanking cooldowns anything that mitigates damage in some way either from damage reduction or healing. The warrior "tanking" cooldowns are blood bath, foresight, featherfoot. The only one of which helps with magic damage is Bloodbath and it is so laughable of a heal its hard to even count that ( vs bosses that auto attack for 1k damage and nuke for 2k+).
    Bloodbath heals you for 25% of the total damage you do over it's duration. This counts for auto attack, vengeance, abilities, crits, etc etc etc. Take the damage you do to anything, during it's duration, and take 25% of that. That's the health you gained, that was not required to be healed by a healer. That's not laughable, that's a LOT. It's the same adage with things like fracture. FRACTURE DOES AS MUCH DAMAGE AS BUTCHER'S BLOCK... but people don't realize it because they don't see the big shiny damage number.

    I also didn't use featherfoot - that might change, however, but I feel that missing out on vengeance procs for more TP and bloodbath and potential crits (the often forgotten other bonus from wrath) is not worth it for increase chance to dodge (which you do a lot anyway).
    (0)
    Last edited by Lhun; 09-18-2013 at 05:56 AM.
    (真緑, 大輝)

  2. #82
    Player
    Hachiko's Avatar
    Join Date
    Oct 2011
    Posts
    433
    Character
    Shaenrael Calgarawyn
    World
    Lamia
    Main Class
    Marauder Lv 50
    Quote Originally Posted by HiirNoivl View Post
    Yet when the WAR uses Inner Beast it is said to be at a disadvantage because it's heals are coming from Inner Beast instead of the mage??
    Because bosses don't just stop damage after they use a big hit.

    Let's take Mountain Buster for example. It does baseline (without any CD's) ~4400 damage. and it comes with an auto attack that does ~850 damage. That's a total of 5250 damage. Following Mountain Buster he will generally attack once (sometimes twice).

    So if we get a Mountain Buster + AA, and then another AA that puts us at ~6000 damage takenin a 5 second window.

    A paladin in shield oath ONLY and NO COOLDOWNS will take 4800 damage, mitigating 1200 damage, and requiring 4800 to get them to full.

    A WAR, assuming they don't yet have Relic +1, will be healing for 1100-1300 non-crit. This leaves the WAR also requiring 4800 to get them to full health.
    This leaves them on even footing. Both will take the same time to get back to full because both will need 4800 healing and WAR will not have any healing bonus likely until 5 seconds later. Even assuming the boss does no additional damage in these 5 seconds this is where the warrior begins to fall behind.

    Now that the WAR is slowing building stacks back up (it takes at least 15 more seconds to get back to max). Over these 15 seconds a WAR will average ~9% bonus healing. During these 15 seconds the tank is going to be taking damage. While a PLD will be taking 20% reduced damage, and thus requiring 25% less heals. The WAR on the other hand is taking 100% of the damage, but only has a ~9% healing bonus averaged out. Over this time period, average out, the WAR is at a ~15% disadvantage in healing. Meaning it takes the healers 15% more healing to compensate for the damage.

    This means (potentially) 2 things: More globals in order to get the WAR to full before the Mountain Buster, and more mp spent by the healers.

    This is a rather "dry" analysis because it ignores 3 important things, Block, Crits, and Cooldowns. Still, looking at those doesn't really help the position of the WAR.

    Quote Originally Posted by Derza View Post
    I call tanking cooldowns anything that mitigates damage in some way either from damage reduction or healing. The warrior "tanking" cooldowns are blood bath, foresight (i think it was calculated to get about a 5% reduction in physical damage), featherfoot, inner beast, and storm's path(worthless). The only one of which helps with magic damage is Bloodbath and it is so laughable of a heal its hard to even count that ( vs bosses that auto attack for 1k damage and nuke for 2k+).
    Actually, Hiir is right on this aspect. Berserk is a tanking cooldown because it increases our heal from Inner Beast. Infuriate is also a tanking cooldown. Foresight and Bloodbath are extremely underpowered, but Berserk and Infuriate shouldn't be ignored as tanking CD's.

    Quote Originally Posted by Lhun View Post
    Bloodbath heals you for 25% of the total damage you do over it's duration. This counts for auto attack, vengeance, abilities, crits, etc etc etc. Take the damage you do to anything, during it's duration, and take 25% of that. That's the health you gained, that was not required to be healed by a healer. That's not laughable, that's a LOT. It's the same adage with things like fracture. FRACTURE DOES AS MUCH DAMAGE AS BUTCHER'S BLOCK... but people don't realize it because they don't see the big shiny damage number.

    I also didn't use featherfoot - that might change, however, but I feel that missing out on vengeance procs for more TP and bloodbath and potential crits (the often forgotten other bonus from wrath) is not worth it for increase chance to dodge (which you do a lot anyway).
    You are so off on all of this man. You really don't have the end-game experience to have an accurate picture. 25% of all the damage you deal? Yes, Warriors deal decent damage as a tank, and worse our highest DPS rotation (incorporating Fracture) is lower threat, which can be an issue on hard fights. But just using myself as an example: As a WAR tank I do ~100 DPS (this is using Unchained and Berserk as DPS cooldowns, which shouldn't really be done in real combat). I would say my rotation is pretty good. Not perfect and my gear could improve, but 100 DPS is good for a tank. It's 2/3 of what a "good" dps does at my gear level, roughly.

    So 100 DPS over 30 seconds = 3000 damage. 25% of 3000 damage is 750 health.

    Bloodbath is a 750 health HoT over 30 seconds under ideal circumstances on a 90 second cooldown. That works out to roughly 25 health per second, obviously. If there is any way to characterize this, it definitely not "a lot." It's worth using every cooldown, obviously, but it is a minimally effective cooldown.

    Also, Featherfoot is the second (maybe 3rd on some fights) most valuable off class skill we can get. Why you would not run it in favor of Vengeance (which is a class skill so why is this in competition?) is something that baffles me.
    (4)
    Last edited by Hachiko; 09-18-2013 at 06:12 AM.

  3. #83
    Player
    Eardstapa's Avatar
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    Sep 2013
    Location
    Limsa Lominsa
    Posts
    389
    Character
    Edward Volcdegen
    World
    Adamantoise
    Main Class
    Marauder Lv 60
    I am rather glad you are all keeping this civil, but remember this is not so much of a, "Warrior is worse than Paladin!" Thread, but merely showing that the health Warriors have is not that much higher than Paladins before Defiance. However, if we are to debate what ought be fixed as a whole for Warrior it would be the healing factor. Enhanced Bloodbath should increase the healing to 35%, and Defiance ought be 10% as a base, with 15% from stacks as it is now... Although this is without running numbers through tests to see if it would actually help, and be balanced without purely outclassing the Paladin. The main issue is that Warrior players want to be as viable as Paladin players, and Paladin players tell them to stop their 'whining' whilst asking to be buffed further... I have faith Yoshi-P and his team will make proper adjustments, but remember folks... We are a community.
    (0)

  4. #84
    Player
    Eardstapa's Avatar
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    Sep 2013
    Location
    Limsa Lominsa
    Posts
    389
    Character
    Edward Volcdegen
    World
    Adamantoise
    Main Class
    Marauder Lv 60
    Some prefer the Warrior play style, others prefer Paladin's play style. A lot of this is theory crafting, as it ought be, a lot of it has been field tested multiple times... But remember one thing. We should work together to bring the tanks more in line with each other, rather than make one vastly superior to the other. Should Warriors take as little damage as Paladins? No. Should Paladins have self heal sustain like Warriors? No. Could both stand to have each end buffed slightly? Aye. Like I said, currently WAR requires a higher skill cap from not only you, but your WHM as well... And people do not like that for raids. People prefer simplicity and ease, there is no denial of that. So what could we do to make WAR more viable besides giving it defensive cool-downs? Besides giving it more raw HP on its modifier? Discuss that, and discuss how it would be in balance with Paladin rather than look at it from one side.
    (0)

  5. #85
    Player
    Derza's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Kaladin Stormblessed
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Lhun View Post
    Bloodbath heals you for 25% of the total damage you do over it's duration. This counts for auto attack, vengeance, abilities, crits, etc etc etc. Take the damage you do to anything, during it's duration, and take 25% of that. That's the health you gained, that was not required to be healed by a healer. That's not laughable, that's a LOT. It's the same adage with things like fracture. FRACTURE DOES AS MUCH DAMAGE AS BUTCHER'S BLOCK... but people don't realize it because they don't see the big shiny damage number.

    I also didn't use featherfoot - that might change, however, but I feel that missing out on vengeance procs for more TP and bloodbath and potential crits (the often forgotten other bonus from wrath) is not worth it for increase chance to dodge (which you do a lot anyway).
    bloodbath ends up being the same as about 1 cure every 30 secs. I'm not saying they do nothing... but compared to paladins it is laughable. Not sure why you think we parry/dodge a lot... in another post they did some testing and we have about a 9% chance to parry with 400 parry rating, and when you parry you take 22-24% reduced damage depending on your str(this equates to 2% damage reduction to PHYSICAL attacks and 0% to magic attacks), I'd guess dodge to be less than 9%. all these things you list work great in 4 man dungeons where you only have 1 healer and you can use your self heals to mitigate a good % of the incoming damage...

    The problem is in 8 mans warrior % mitigation drops a lot(due to increase boss damage but the same warrior damage) where as paladins stays the same.

    That is the real issue here and the flaw that warriors currently have. As has been stated in many other forum posts I believe that the defiance buff should have a passive +10% healing on it and inner beast could also stand to be made into an absorb or even a half absorb half heal - this would allow warriors to put an absorb shield up to prevent them from being 1 shot( turn 5 in coil ) and also keep inner beast from being a wasted heal due to it over healing or causing one of the healers heals to be overhealing.
    (2)
    Last edited by Derza; 09-18-2013 at 06:14 AM.

  6. #86
    Player
    Derza's Avatar
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    Sep 2013
    Posts
    111
    Character
    Kaladin Stormblessed
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by HiirNoivl View Post
    What is your definition of "Tanking Cool Down"?

    That's the thing. Of course, WAR looks gimp when your definition of "What is tanking" is so narrow.
    i guess i should say... Warrior has NO tanking cooldowns that scale with boss damage.
    (0)

  7. #87
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Hachiko View Post
    Because bosses don't just stop damage after they use a big hit. --

    Yet I still manage to tank Titan with no problems. My healers don't really complain. (Unless of course, we have a second healer that's not really doing their job.) (Maybe because I use Convalescence while I stack Wrath V???)

    Also, it depends on the healer. I much much MUCH prefer Scholars, due to Lustrate, which cures based on Max HP, Max HP which STACKS with Thrill of Battle mind you. Also, Fey Light, which increases my Skill Speed and my climb to Wrath V, and also Succor and Aldoquim (sp?), which completely nullifies damage, and Sacred Soil which grants a free Succor.

    The Healers that are suffering the most from WAR tanking is WHMs. If I have a SCH with me, I feel pretty darn near invincible. lol



    Quote Originally Posted by Derza View Post
    i guess i should say... Warrior has NO tanking cooldowns that scale with boss damage.
    Yeah I guess that would be making it too easy. :P

    I see this a lot, because WAR depends on you and the party doing their job, scaling your personal push-button skill level to boss damage. But many folks don't have the patience for that. But the rewards are pretty nice.
    (0)
    Last edited by HiirNoivl; 09-18-2013 at 10:42 PM.

  8. #88
    Player
    mushashi's Avatar
    Join Date
    Aug 2013
    Posts
    31
    Character
    Mushashi Miyamoto
    World
    Moogle
    Main Class
    Lancer Lv 50
    i was seeing two days ago on streamer on coil4,he was wiping after 5-9 minutes of fight because all raid was dead and last person alive was him(paladin).
    One try he changed to warrior and 5 sec after the pull he was dead,all fc laughting about warrior underpower and change again to paladin for next trys.
    I have 50dragon and 50 warrior, and my main is the draagon so i realy dont mind if warrior is worse than paladin, but really this game isnt balanced on tank department.
    paladins fanboys can cry all that they want but u cant compare the OP defennsives cd of palas,passive 20 % damage reduction and passive damage reduction of shields to the useless defensives of warrior,our overpower tank stance of 15 % more healing and our useless selfheals
    (0)
    Last edited by mushashi; 09-18-2013 at 11:41 PM.

  9. #89
    Player
    Derza's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Kaladin Stormblessed
    World
    Goblin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by HiirNoivl View Post
    Yeah I guess that would be making it too easy. :P

    I see this a lot, because WAR depends on you and the party doing their job, scaling your personal push-button skill level to boss damage. But many folks don't have the patience for that. But the rewards are pretty nice.

    (Maybe because I use Convalescence while I stack Wrath V???)
    I'm not really sure what you are trying to accomplish in your posts... We all know the warrior tanking skills do something and you can get by with them for the most part... up to turn 4/5 in coil. The issue is the difference in the effectiveness of warrior and paladin in the harder situations.

    And your quote about convalescence... how is that any valid reasoning? Paladins have it also but they don't get 20% healing... they get 30%. Meaning you are getting AT BEST 35% effective healing while they can have 62.5% effective healing (And this isn't even counting if they have any of their other damage recution cooldowns running! Paladin effective healing skyrockets then.) (30% healing means more because of their 20% damage reduction so its 25% + ((1.25x.3)x100) = 62.5%)
    (0)
    Last edited by Derza; 09-18-2013 at 11:56 PM.

  10. #90
    Player HiirNoivl's Avatar
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    Mar 2011
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    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    I don't undestand why you keep responding to my posts either with the exact same incorrect drivel. I get 35% healing with Wrath V and Convalensce. I get even more if I add Mantra. Even more if it's SCH and not WHM.

    Quote Originally Posted by mushashi View Post
    i was seeing two days ago on streamer on coil4,he was wiping after 5-9 minutes of fight because all raid was dead and last person alive was him(paladin).
    One try he changed to warrior and 5 sec after the pull he was dead,all fc laughting about warrior underpower and change again to paladin for next trys.
    I have 50dragon and 50 warrior, and my main is the draagon so i realy dont mind if warrior is worse than paladin, but really this game isnt balanced on tank department.
    paladins fanboys can cry all that they want but u cant compare the OP defennsives cd of palas,passive 20 % damage reduction and passive damage reduction of shields to the useless defensives of warrior,our overpower tank stance of 15 % more healing and our useless selfheals

    Sounds to me like the whole party sucked.
    (0)

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