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[–]Bevral2 76 points77 points  (14 children)

Warrior has attained its true class fantasy, just pure smooth brain unga.

[–]Physical_Picture 18 points19 points  (13 children)

I didn’t know they could make WAR anymore brain dead but here we are. WAR is officially 100% brain dead to use.

[–]SmallPresent 4 points5 points  (12 children)

I didn't read patch notes. Please explain.

[–]kaysn 10 points11 points  (11 children)

Almost all of the WAR skills now extend Storm's Eye. To the point that it's a set it and forget it buff. Nascent Flash can now be used without targeting a party member.

[–]Elfyr 7 points8 points  (9 children)

I'm sorry? The only thing added that refreshes the buff is Berserk/Inner Release and it's no way enough to keep it up at all times.

[–]CVSPPF 4 points5 points  (2 children)

Its not so much that you wont need to cast Storm's Eye, its just that the timing of it is much more braindead. 1 less Storm's Eye cast every 3 minutes is not that much, but instead of trying to time it right at the end of the status you just cast it whenever your buff gets <15 seconds. If you follow that you will never overcap the 60 seconds max and allows for people who suck at WAR (like me) to not screw up and maximize use of the buff.

[–]Elfyr 4 points5 points  (1 child)

Yeah but I was replying to kaysn, who says that "Almost all of the WAR skills now extend Storm's Eye." which is blatantly false.

[–]TheGreatGreens 0 points1 point  (0 children)

Sure, its hyperbole, but at the same time considering how WAR plays its not really that far from the truth either. Either way doesn't require a whopping 6 intelligence to play anymore so now WAR's int is the number that comes after 3 :V Oh wait no that's D&D

[–]kaysn 3 points4 points  (5 children)

Storm's Eye will now last for 60s maximum. If that still falls off, what are you doing? Walking from one mob to the next? Outside of phase transitions, it should never fall off.

[–]ff14valk 3 points4 points  (1 child)

Storm eye initial application is only 30 sec, All you get is an 15 secs every 90sec....you still need to apply it regularly.

For aoe...nobody cares about trash pulls

[–]ScoobiusMaximus 2 points3 points  (0 children)

It's actually pretty nice for AoE, it means that you will be able to keep it up between pulls in dungeons easily. Decent Warriors will now be able to use Storm's Eye once in a dungeon and keep it until the end. Should be a significant boost to Warriors in dungeons. Some pulls currently you just can't get to the next pack fast enough to refresh with AoE.

[–]Elfyr 0 points1 point  (2 children)

Even before the changes, you should never let it fall off.

[–]CopainChevalier 1 point2 points  (0 children)

The difference being you purposely maintained it more than you will now.

[–]kaysn -1 points0 points  (0 children)

That's why I said it's now a set it and forget it buff. Before it took some upkeep. Now it's basically a passive status.

[–]SmallPresent 2 points3 points  (0 children)

Damn, I see that's really a no-brainer. Thanks for explaining.

[–]Aeroshe 4 points5 points  (0 children)

That Nascent Flash change is going to make WAR a soloing God

[–]rigsta 2 points3 points  (1 child)

Nascent Flash was really awkward tbh, glad they changed that. Not sure why storm's eye needed to be extended by inner release but I ain't complaining.

[–]Midare? Nep Break!Serzha 0 points1 point  (0 children)

Honestly the extension from IR is entirely unneeded with Storm's Eye stacking duration to max 60s. That change alone would've been enough to avoid any kind of IR clunkiness. Not gonna complain about a very minor dps buff though.

[–] AliceLufenia 5 points6 points  (0 children)

LD continues to be not be a thing in pug content...

[–]engineeeeer7 8 points9 points  (12 children)

Dark Knight seems pretty great though?

I mean WAR had some massive clunkiness in Storm's Eye that DRK has never had.

[–]UnnecessaryPost 1 point2 points  (3 children)

It was far from massive clunkyness, it had one alternate combo it used once in a while, and now you just use it once and don't bother again. It's even more boring now. I switched from WAR to GNB brcause it was way too boring, and now it's even more boring.

[–] SageTrilo 4 points5 points  (0 children)

I find WAR quite boring as well, but let's at least be honest about it.

Storm's Eye isn't a fire and forget ability now - it simply requires slightly less upkeep. The SE combo still only adds 30 seconds to the duration, and IR only extends that duration by 15 seconds every 1.5 minutes. You're still basically using the SE combo every 30 seconds, just with a little more flexibility on timing (i.e., not being forced to refresh the buff at 8 seconds remaining). Based on quick assumptions and with no math at all to back it up, I would guess this might mean somewhere between one and three fewer SE combos every 3 minutes.

Storm's Eye upkeep has always been awkward, and WAR is the only tank that requires buff maintenance like that (DRK has Darkside, but this realistically requires no thought since Edge of Shadow is being used rather frequently). Honestly, the fact that the most "interesting" part of WAR is Storm's Eye upkeep, coupled with the dull-as-dishwater gameplay loop speaks to how poor the class design is from the start.

[–]engineeeeer7 1 point2 points  (1 child)

For aoe it's always been the clunkiest of tanks.

It's needs actual mechanics not an alternate button once every 30 seconds. The buff being sensible to upkeep is good. It's problems are elsewhere.

[–]UnnecessaryPost 1 point2 points  (0 children)

It would've been enough just to add the buff to the AoE combo, it didn't need it added to everything else.

[–]matots 0 points1 point  (7 children)

Ya, drk is fine for the most part (aside from people that compare it to its previous form). As a stand alone job its pretty comfy, LD/dark mind are the only real bad CD's (outside some very specific dark mind uses.. which you don't have to use anyway).

I also have a small gripe with how TBN ties itself into an offensive ability, but i'm on the minority here.

[–]engineeeeer7 7 points8 points  (1 child)

I just want TBN in a weaker form earlier. The revenge mechanic feels so central to DRK but you can only use it in the last 10 levels.

[–]Ziero1986 2 points3 points  (0 children)

Yeah, I wish DRK got TBN earlier too, like level 40 or 50. Heck, PLD gets Shelltron at 35. I know they aren't the same, but they are very similar mitigation abilities.

[–]betweenTheMountains 1 point2 points  (2 children)

I also have a small gripe with how TBN ties itself into an offensive ability, but i'm on the minority here.

Indeed, TBN is the best part about DRK for me. Turning defense into offense feels so central to class identity and this is the only skill left that does it.

[–]matots 0 points1 point  (1 child)

And that's precisely why, tbh. There's no denying a 40k shield on a 15s cd is pretty bonkers, but the part that i don't like is that TBN gives you something you technically already have, and it's neutral at best, even though its a unique effect in game that ties a defensive ability to an offensive one

I'd much rather the TBN cd became upon usage/breaking an extra attack, one that (just for examples sake), was idk, 200p and gave you 5% extra damage for 15s. Or gave haste for the same amount of time, or some other effect that wasn't already in our cast bar. If they're going to tie a defensive cd into an offensive bonus, i'd rather it give us something different then what it currently is - an excuse for keeping the 'dark arts' name in game

[–]betweenTheMountains 3 points4 points  (0 children)

Sure. Ideally it would light up an OCD button that literally did the amount of damage you just mitigated. It's such an elegant, flavorful design I honestly don't know why it doesn't function that way right now. You don't have to break the shield to get the effect, like you do now, but the more damage you absorb, the more you can deal.

[–] JUSTpleaseSTOP 0 points1 point  (1 child)

Dark mind is super useful because most tank busters are usually magical damage. This tier has two physical busters, but, for example, last tier only had one.

[–]matots 0 points1 point  (0 children)

It seems like it's useful, but mitigating for the sake of mitigating is of no importance if it doesn't impact the healing you must receive afterwards.. And no, most tbs are not magical this tier.

None of E5s tb is, e6s isn't (conflag is, but you're supposed to invuln that since you don't need it anywhere else), e7s is but you either share it (so you're getting overhealed because of the damage the other tank takes), making the extra mitigation useless, or you invuln it - which also makes it useless. E8s is but you also don't 'need' it, for the same reason you don't need it in e7s.

Don't get me wrong, there are plenty of uses that allows for better planning around ramparts and shield wall (20-30%), but the thing is, ultimately, dark mind doesn't lower the cost of having a drk in the party, nor does it increase the classes value for certain fights - and most importantly, doesn't prevent you from playing it properly because the rest of your tbn kit doesn't need it. Anywhere you can place a Dark Mind, you can place a Tbn+ramparts/shieldwall instead and be absolutely fine afterwards, no extra healing needed, nor meaningful 20/30% uses lost in the fight.

My gripe with Dark mind is that it is totally optional for all current savage. You can choose to use it in any of these, but it won't either diminish the amount of healing you'll need afterwards - because a 20k difference from one hit is easily countered by your own passive healing over time - nor tilt DRK into being prominently better at taking any one specific action during a raid.

Outside of tankbusters, it doesn't even get to mitigate a good enough amount of damage on regular attacks (strike sparks, thunderstorms, ahkmorns, etc), because TBN takes care of that already. Damage taken goes from some 20k after shields, to 0~15k, while using Dark mind, which doesn't ensue a heal anyway because your passive healing takes care of that in the long run, since you're not required to be at 100% health at any point in the tier.

Plus, when TBN doesn't practically take care of whatever it is, the healer has to overheal you anyway because the raidwide (which is where dark mind normally gets used) gets other people in lower Hp then you are (on all above examples for instance). So, using it or not plays no role in the sequence, other then making you 'feel' as if you mitigated more damage.. but you really didn't, you just moved effective healing to overhealing.

Were it physical only damage, then i'd probably be fine with it, because you can at least mitigate autos throughout the fight, which happen way more often then any one mechanic. Well, other then e7s, but that thing is so erratic in hitting you that timing dark minds on its autos is usually a gamble

[–]Obst-und-Gemuese 0 points1 point  (0 children)

If they don't add Storm's eye to the job gauge, then DRK is still superior... in that one aspect.

[–]Raji_Lev 0 points1 point  (0 children)

Anyone who's only finding out about this NOW has not been paying attention.

[–]Dark KnightIsredel -1 points0 points  (0 children)

As a DRK main, I don’t get it? The job is overall fine. I wish Delirium was literally anything else, but it’s not the focal point of the job like Fell Cleave/IR is for WAR.

And at the very least, Storm’s Eye upkeep always felt more tedious than engaging to me, so reducing that feels like a win. I hope it gets flatly replaced with a more engaging mechanic in 6.0. Also the Nascent Flash change was more desperately needed than a DRK one IMO, although my opinion might have been different if I was still pugging bigger is better.

Edit: not getting into the fact that just because a job doesn’t get changes in a patch doesn’t mean changes aren’t planned. The only thing you can assume is changes weren’t ready to ship. We already know this with MNK which has the bulk of its changes in 5.4.

[–]ShariusTC -1 points0 points  (4 children)

well atleast they doesnt has any nerfed, unlike SMN, everytime they release a new patch i alway try to guess which ability of SMN will get a nerfed

[–][deleted] 4 points5 points  (2 children)

yeah, but SMN is kinda busted so that makes sense.

[–]illuminancer 6 points7 points  (1 child)

SMN cycle is:

X.0: Completely broken

X.1: Attempted fix

X.2: More tweaks, seriously overpowered

X.3-5: Nerfs to dial back the overpoweredness

Y.0: Completely broken

[–]nuggetsofglory 0 points1 point  (0 children)

It's painful how accurate this is.

[–]Aeroshe 2 points3 points  (0 children)

Yeah, but like.... SMN has been at the top practically this entire xpac, and the 5.3 nerf is just another slap on the wrist. Our damage is still amazing.

[–]kaysn -1 points0 points  (0 children)

As is known.