And now you know why they've lost their dots
Not to mention shadowflare not having a cast time anymore for lazy smns and schs lol
And now you know why they've lost their dots
Not to mention shadowflare not having a cast time anymore for lazy smns and schs lol
I have a feel a major motivating factor for the removal of so many DoTs is the status effect limit for enemies making them impossible to apply in larger-scale content.
Really enjoyed Scourge for some reason, definitely going to miss that one.
Scourge's animation was great.
I'm sure this was already figured out, but Hissatsu: Kaiten was badly mistranslated on the English tooltip. The Japanese tooltip says the next weaponskill will deal 1.5 times damage (= 50% more damage, not 150% more damage).
Also, the Tenka Goten translation needs to be clarified - it's a 8y frontal cone attack, not an AoE around the user attack as the English tooltip text implies.
It can do all of this while costing 0 resources to allow for more utility for the skill. Nothing you've said invalidates what I've said. The skill would be better used if it had no cost. If anything, it should GRANT rage to further incentivize the Warrior to actually used the damned thing.
Edit: I don't miss the dots, but I miss their animations (well, Drk and Nin - War had a the generic first hit from storm's path). Scourge looked great. I hope to see the animation re-introduced down the line.
Uh
Do you need me to actually list examples?
There's a significant difference between saying a skill should have more uses and saying it has zero uses. I probably wouldn't have even responded if you hadn't literally said the latter.
Ultimately not every utility/movement skill is meant to double as DPS filler like Plunge or Shoulder Tackle nor is every skill meant to be a gamechanger like Inner Release. I'm sorry if that ruins your WAR class fantasy.
Again, the potency/rage ratio could stand to be adjusted slightly but I really don't see the rage cost as something that ruins Onslaught.
You don't see the rage cost of an initiator being a problem? Alright then.
Moving on.
Let me blow your mind: it's not meant to be an initiator.
Are you one of those people who pull with Plunge because it feels like it should be an initiator?
Easy fix: remove rage cost, add a minimum distance requirement of 5y-10y. Can't be used efficiently as a DPS oGCD, more useful as an engagement tool. Honestly Plunge shouldn't be usable point-blank either, it looks fucking ridiculous.
In dungeons there aren't really any mechanics where you're leaping from enemy to enemy like in Trials/Raids, so I use it as a pull ability. Then again I also pull with Provoke because there's very few instances when I would need voke for trash pulls anyway, since hate is solidified after a few unleashes, and it's got great range. When you pull a group of mobs and they're clustered around you, do you just use plunge as a regular oGCD to weave in?
I mean, if you pull a mob with Unmend, only that mob will have the additional enmity but the 6 other ones in the pack will not. Moreover, you're GOING to Unleash/Unmend the group regardless, so what difference does it make whether you Unmend or Plunge pull? Either way you're going to Unleash the same number of times once the mobs are clustered around you regardless if you pulled with Unmend/Plunge/Provoke, plus you're having the cooldown roll even sooner so it becomes available sooner for re-use. Now that said, I wouldn't pull a dungeon BOSS with Plunge or Provoke because the extra bit of enmity from Unmend helps you solidify a head start on enmity while Grit is on at least until after the a single Powerslash before turning grit off. But for trash --who cares?
What's the point in bloodofthedragon & the fangnclawwheeliothrust stuff if theres no longer anything to spend it on. It was quite a unique resource but most of the ones they are adding to the classes in stormblood seam to be half assed.
I haven't played in forever but from the looks of the videos i've seen the new gauge meters don't seem to drain outside of combat, if thats the case then it would be available most of the time to initiate combat. Unless i'm wrong on the gauges draining outside of combat.
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The biggest changes for those moves are the timers. F&C+WT only add 10 seconds each now as opposed to 15 before. And Geirskogul is on a 35 second timer as opposed to 10 seconds like it is now. So it's just more of an easier way to maintain BotD. I mean, it wasn't hard before but you know, "let's make the game easy for shit players and all" -YoshiP
You also need to maintain BotD in order to activate LotD which gives you Nostrand which is a free 300~something potency attack every 10 seconds. And to get that, you need to use Jump and Spineshatter Dive (on 30 and 60 second timers respectively). So basically it's just to make the rotations and upkeep of abilities easier
Added ranged physical role actions and BRD stuff. The stuff I noticed as different from English tooltips was Foe Requiem and a clearer description of the Wanderer's Minuet additional effect and the Empyreal Arrow trait.