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  1. #11
    Player
    finalheaven's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Fore Shadow
    World
    Tonberry
    Main Class
    Marauder Lv 66

    BUFF BUFF BUFF!

    Fine suggestions, that way Warriors can stack VIT with lifesteal scaling with max hp. Storm's path doesn't heal much for now and even if it does won't be life saving, they could buff our self heal but just fairly so that we won't put too much load on the healer. Also i was thinking since it takes about 20 secs to build 5 stacks of wrath, i suggest to change it to 4 stacks of wrath to reach infuriation if that's not too OP. IB can be used more often and lessens the load on healers.

    On top of that, they could buff passive dmg reduction a lil, maybe each wrath stack gives us 2-2.5% dmg reduction for 5 secs, giving us essentially about 10% dmg reduction. However, it seems that the warrior class' theme is based on liefstealing and not mitigation. In WoW, blood dk was undertuned during catalcysm, what they did was buff dk's hp in blood presence and their armor bonus, that way dks will have a high pool of hp preventing them from 2-3 shotted which allow them to self heal successfully.
    (0)

  2. #12
    Player
    Shingi's Avatar
    Join Date
    Aug 2013
    Posts
    27
    Character
    Geysswyb Shingi
    World
    Phoenix
    Main Class
    Marauder Lv 50
    To me, it seems SE's plan for WAR has always been a self-healing tank, it makes sense, PLD mitigates damage, WAR heals it back. two very different styles and a nice diversity in the tanking classes.

    the problem is the scaling. bloodbath returns 25% damage as a heal, storm's path gives 50%, while mercy stroke (should you ever manage to pull off the timing in an instance, esp 8man ones) and inner beast return 300% and this just isnt enough healing at endgame.

    there's two ways to resolve this, WAR needs to put out more damage so those self heals effectively return more HP per hit, or increase the percentages returned. As tanking equips generally focus on VIT and can be used by both PLD and WAR it would prove hard to increase WAR's damage output without altering its base damage, meaning it'd become more competition for DD classes, and i feel that area is pretty well balanced, altering that has a serious chance of causing imbalance. The other is to increase the amount of health returned from damage done.

    giving WAR a trait at level 50 that makes bloodbath and storm's path return 100% of damage done as healing would work well, add in a 200% return for critical hits and that really should do the job. the mechanics could also alter bloodbath slightly for AoE hits, with a 100% return on damage to targeted mob, 25% for all others, to prevent it from becoming overpowered (no pun intended). making it a level 50 trait also prevents WAR from being too overpowered at earlier levels, as its only during endgame content that the majority of the difference between %mitigation and static healing returns becomes an issue.
    (2)

    Visit our FC site at www.phantas-magoria.net

  3. #13
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Well I can think of a few things that could potentially help WAR.

    -Lower the recast on Unchained
    -and/or-
    -Double Wraith gained during Unchained
    -and/or-
    -Allow Heavy Swing to Build Wraith
    -and/or-
    -Increase Unchained's recast to 5-7 minutes, maintain it's current effect but allow the WAR to use Wraith moves without the need for Wraith for it's duration.
    -and/or-
    -Allow WAR's to gain the full effect of TP moves without combo's while Unchained is active (similiar to Pugilist's Perfect Balance Ability).
    -and/or-
    -Add an additional effect to Storms Path that boosts the amount of HP that the player can heal/be healed for for a short duration.
    -and/or-
    -Add an additional effect to Storms Path that debuffs a monster and allows the player/party members to heal a portion of the damage done while the debuff is in place.

    Can you tell I'm bored yet. :P

    Edit:
    -and/or-
    -Add an addtional effect to Storms Path that debuffs the mob, during this debuff a percentage of damage done by the party will build up and once the debuff expires the WAR will be healed for the amount built up.
    -and/or-
    -Add an addtional effect to Storms Path that debuffs the mob, a portion of damage done by the party will heal the WAR for that amount while the debuff is active. (IE: Constant low incoming cures)
    -and/or-
    -Unchained no longer consumed Wraith, While under the effect of Unchained all Wraith moves consume 1 Wraith.
    (0)
    Last edited by SwordCoheir; 10-15-2013 at 04:03 PM.

  4. #14
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Shingi View Post
    there's two ways to resolve this, WAR needs to put out more damage so those self heals effectively return more HP per hit, or increase the percentages returned. As tanking equips generally focus on VIT and can be used by both PLD and WAR it would prove hard to increase WAR's damage output without altering its base damage, meaning it'd become more competition for DD classes, and i feel that area is pretty well balanced, altering that has a serious chance of causing imbalance. The other is to increase the amount of health returned from damage done.
    Both of these are ineffective as both seek to increase flat self-healing. If you increase flat self-healing, you make WAR broken in solo and 4-man content, and probably in PvP as well. This will be felt especially as the cap goes up and more 4-man and solo content appears. There is no way around it. To address the issue, you need healing that scales to enemy damage, not to your own. This is what WAR has the healing bonus on Wrath to address, but the bonus is too small and inappropriately coupled to your resource for Inner Beast. Like spell stocks did in FF8, this mechanic just forces the player to ignore Inner Beast to maintain maximum efficiency in high-damage situations.

    Anyway, I've already posted my suggestion, rationale, and math elsewhere. Short version: decouple Wrath and the healing bonus, buff the bonus, buff max HP.
    (0)

  5. #15
    Player
    Mcshiggs's Avatar
    Join Date
    Mar 2012
    Posts
    757
    Character
    Vizzer Mcshiggs
    World
    Sargatanas
    Main Class
    Goldsmith Lv 90
    I like the Wrath Mechanics, it lets you make slightly different decisions in different situations, I do think a few things could be altered, 1.0 Warrior in their "tank" stance had a passive that made it where their crits would absorb health, not only would that help a little with self heals, it would make a good secondary stat to gear for, and make cross classing internal release a defensive cooldown. I think foresight should be parry/parry amount, let us prep for big hits like mountain buster. Steel Cyclone, ah that was a nifty little ability before the calamity, and it seems to have been hit hard by Dalamud, it still has its uses, but add increased emnity, or slow effect to it.
    (0)

  6. #16
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Mcshiggs View Post
    Steel Cyclone, ah that was a nifty little ability before the calamity, and it seems to have been hit hard by Dalamud, it still has its uses, but add increased emnity, or slow effect to it.
    Does steel cyclone really have much use now? I guess if you're clearing trash and don't need to worry about survivability it's better than nothing to dump your wrath and/or burn infuriate to use it. The main problem I have with it is it's a DPS move that's only usable in tank stance, and it costs too much for the limited damage it does. I find it very very rare that it's worth the trade off. I wish they'd redesign it so it was more useful, preferably usable outside of tank stance.
    (0)

  7. #17
    Player
    Darthvoltrius's Avatar
    Join Date
    Aug 2013
    Posts
    30
    Character
    Darth Voltrius
    World
    Hyperion
    Main Class
    Blacksmith Lv 50
    Shamelessly copied from http://forum.square-enix.com/ffxiv/t...pilation/page2 (need to keep spreading the idea if possible :P)

    Steel Cyclone: this used to be like our bread and butter back in the day, now its pointless use of wrath, to make it more useful/engaging
    change it to the following options:

    2 wrath stack: 150-200 aoe dmg like it is right now with an enmity modifier (our version of flash so to speak)
    3 wrath stack: 200 aoe dmg with +5% crit or dmg bonus for a duration
    4 wrath stack: 250 aoe dmg with a 50%? heal according to dmg
    5 wrath stack: 250-300 aoe dmg & -20% dmg taken for a duration

    Just a random idea and it may take some tweaks and/or reverse the orders or w/e but at least this way theres more options according to situation and steel cyclone is useful.
    (0)

  8. #18
    Player
    MinhSa's Avatar
    Join Date
    Sep 2013
    Posts
    54
    Character
    Jiraiya Sama
    World
    Midgardsormr
    Main Class
    Warrior Lv 100
    Storm's Path is garbage
    (0)

  9. #19
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Rios-Drakoon View Post
    IB to 25-30% max HP Selfheal.
    Why would you nerf the heal on IB? On a bad day, I hit 450 with IB, a crit with Berserk will do up to 922 (my record) which would in turn heal me for 2766 which is more than 25-30% of my max HP.

    Back on Topic:
    In my opinion and as mentioned by many others, warriors need some form of ability to counter constant high damage such as enraged mob or a huge pack of mobs. What's the point of having better tools for AoE aggro if we cannot survive it better than PLD? A PLD will flash for aggro, but that blinds enemies, PLD already mitigates more with 20% reduction AND block, but also has CDs to mitigate even more damage. What WAR does is spam Overpower and hope that the 25% of their damage keeps them up until the next heal from the WHM.

    Our self-healing just can't counter high incoming damage, making us a LOT more dependent on gear than PLD, and in turn, we remain a second class citizen.
    (0)

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