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Suggestions for new Warrior Abilities and TraitsFollow

#1 Aug 31 2011 at 1:18 PM Rating: Default
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Here are some Warrior job ability and trait ideas I'd like to suggest to SE, but I'd like some feedback from other players about them before I go and do that. Some are ideas I've put up here before, but with modifications based on previous feedback. Others are spur of the moment ideas I'd like to put out there for consideration.

I don't really follow their current "vision" for Warrior because frankly I think Warrior would be much more interesting and balanced with other jobs if it followed the original vision of "switching between offense and defense as the situation requires," sort of what they've done with Ninja, Samurai, and Dancer, among others.

To that extent, many of the suggestions are defensive in nature, a couple are offense-oriented. No levels are provided, but ideas are welcome.

Also, any other suggestions for new abilities would be great.

Blockade (War Job Trait)
Reduces the amount of TP an enemy accumulates when striking the Warrior while Defender is active.

Blood Haze (War job trait)
Adds a Regen effect to Berserk. The effect grows stronger at yellow, orange and red HP respectively.

Brace (War job ability)
Dramatically reduces the amount of damage taken by the next attack, but prevents TP accumulation while active (short duration, 15-30 seconds or until the next attack lands, 3 minute recast).

Instigator (War job ability)
Enhances Parrying and Shield Block rate but increases enemy Critical Hit rate. Allows a Warrior with Retaliation active to potentially retaliate after successfully Parrying or Shield Blocking an attack. (Either 3 minute duration/5 minute recast or 5/5 like Defender).

Rallying Cry (War job ability)
Enhances Double Attack rate for the warrior and party members nearby (similar duration/recast/enmity generation as Warcry).

Vae Victas (War job ability)
Temporarily increases the Warrior's Skill ranking in the weapon he is currently using but lowers Parrying and Shield Block rates (cannot raise a skill above "B+", or their Sword skill rating, and has no effect on weapons already rated higher). Grants access to additional weaponskills (for example, the warrior would be able to use Sharkbite or Crossreaper for as long as Vae Victas remained active, but not Guillotine or Dancing Edge). (Recast 3 minutes, Duration 5 minutes).

Wardance (or alternately, Skirmish, I can't decide which name I like better) (War job ability)
Enhances Enmity generation rate with each successive hit that deals damage to an enemy, but increases Weapon Delay. Critical Hits have a chance to stun the target while Wardance is active. (Note: enmity generation would raise to a reasonable maximum cap, and Retaliations count toward the enmity increase like normal hits). (I'm at a loss really as to how long this should last, should it be equal recast and duration?)

War Paint (War job trait)
Allows the warrior to Intimidate a monster affected by his Provoke ability. Only the monster affected by Provoke can be intimidated, and the ability to intimidate fades 30 seconds after the use of Provoke. (Alternately, Provoke could have a chance of Terrorizing the monster, but I thought the proc rate would have to be so small as to make the trait almost useless, or it would be more useful than Feral Howl, which costs Beastmasters merits and sits on a much longer recast timer).


Edited, Aug 31st 2011 2:20pm by GailC
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Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
Master ketrel wrote:
Its just an emote you sick son of a *****
#2 Sep 10 2011 at 8:39 PM Rating: Good
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Dont know what fancy name to give it (since good ones taken, lol) but WAR really should have some defensive Trait/JA that boost offensive capabilities.

Envision a "Tactical Parry" that grants a good amt. of TP....retaliation is great & so is counter, but as master of many weapons we really should block/parry more, with some benefit to offense.

An offensive master really shouldnt be as defenselees as WAR generally is.

Shield mastery & Restraint are really kinda meh, especially in current game state.
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#3 Sep 11 2011 at 1:53 PM Rating: Good
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Quote:
Envision a "Tactical Parry" that grants a good amt. of TP....retaliation is great & so is counter, but as master of many weapons we really should block/parry more, with some benefit to offense.


That's sort of where I was going with Instigator: partly, I wanted Retaliation to kick in on Parries because if the WAR is parrying more, he's retaliating less (since you need to get hit to Retaliate). This would essentially add additional TP to parries, but the proc rate would have to be high enough to balance out the fact that you're not going to retaliate on every parry or block.

We really should have gotten Tactical Parry, though. I don't mind having a Shield bonus, but it always bugged me that Warrior had poor ratings in all defensive skills while jobs like Dancer have better evasion (because Warriors never have to move out of the way of an attack, right?), Thieves have better parrying (because robbers and bandits are better trained in deflecting attacks than a soldier on the battle-field), and our low rating in shield is just ludicrous (even when soldiers on the battle field couldn't afford armor, they sure as **** were going to have a shield to protect them).

Quote:
An offensive master really shouldnt be as defenselees as WAR generally is.


This is really why I'm making these suggestions. There's no reason why a dancer with a pair of knives doing the tango in a cloth dress should be able to stand up to direct enemy attacks better than a warrior decked out in plate armor wielding an axe and shield, or even a two handed axe for that matter.

Traditionally, the best way not to get killed in a melee is to not get hit. Barring that, being able to block incoming attacks is the next best defense, as it's less physically draining than trying to jump around in full plate or, god forbid, chainmail. There really isn't any good reason why Warrior's defensive abilities should be so low, even a B- or B rating would make them semi-useful.
____________________________
Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
Master ketrel wrote:
Its just an emote you sick son of a *****
#4 Sep 11 2011 at 3:33 PM Rating: Excellent
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The problem with WAR's defense isn't WAR so much as it is defense. A DNC wearing cloth avoids damage by avoiding hits. In theory, a WAR wearing heavy armor would have no chance to get out of the way but should take significantly reduced damage when attacks connect. But FFXI's defense system is garbage so it never works out like that.

Damage taken -% should have been MUCH more common on heavy armor than it is now. Not just like -5% on grim - I mean like -15-25% on all heavy armors. Still capping at -50% and much easier to cap on heavy armor jobs.

Edited, Sep 11th 2011 5:39pm by Erecia
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#5 Sep 12 2011 at 3:34 PM Rating: Good
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Quote:
or even a two handed axe for that matter.


I believe there was a discussion in the past on here about various "Real World" weapon "Attack/Parry" scenarios.....devolved into nunchaku~ warhammer discussion iirc lol.

The obvious solution (to me), is a common Battleaxe with a Pike on top of shaft, now its probably impossible to implement but would be really nice as warrior could have "stances" then. A "Ready" stance that could either intimidate an incoming attack or Parry with DMG given & TP recieved.

"Swinging" or "Full attack" would be standard delay/dps mode. During Ready, retaliation could still proc & DA would stack, or maybe Zanshin on missed/evaded "Parry Thrust"

Quote:
Damage taken -% should have been MUCH more common on heavy armor than it is now. Not just like -5% on grim - I mean like -15-25% on all heavy armors. Still capping at -50% and much easier to cap on heavy armor jobs.


Agreed on that one... maybe implementing "Deflect" would be a way to solve this oversight, pretty self explanatory, a tiered JT that gives increasing amounts of nullification....could have a meaningful proc rate without being overpowered (counterstance ~> guard lol)

Or just change Parry formula for certain classes proficient in multiple weapons.....

we can dream cant we ? :)
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[99WAR,99BLM,99DRK,99BST,99PLD,99MNK,99SMN75RDM49THF45NIN/WHM/DNC
/SAM,,~] Galka

BASTOK:10 SKY: O SEA: O DYNAMIS: O
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YARP !!!
#6 Sep 14 2011 at 5:13 AM Rating: Good
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Quote:
The problem with WAR's defense isn't WAR so much as it is defense. A DNC wearing cloth avoids damage by avoiding hits. In theory, a WAR wearing heavy armor would have no chance to get out of the way but should take significantly reduced damage when attacks connect. But FFXI's defense system is garbage so it never works out like that.


I couldn't agree more. The horrible defense calculations are part of why I wish SE had given Warrior at least a B rating in Parrying and Shield; since our armor doesn't do much for us. Evasion, I can see the argument against it, with the heavier armors and such, but the armors already have -Evasion on them, it seems like a bit of overkill to me.
____________________________
Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
Master ketrel wrote:
Its just an emote you sick son of a *****
#7 Sep 14 2011 at 2:33 PM Rating: Good
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GailC wrote:
The horrible defense calculations are part of why I wish SE had given Warrior at least a B rating in Parrying and Shield; since our armor doesn't do much for us.

Given how slowly Parrying skills up, I don't think it would matter if the skill cap was raised. I have both NIN and WAR leveled. I play NIN a ton and my parrying skill is still 222, which is 83 skill levels below WAR's current parrying skill cap.
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#8 Sep 15 2011 at 1:39 PM Rating: Good
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Given how slowly Parrying skills up, I don't think it would matter if the skill cap was raised. I have both NIN and WAR leveled. I play NIN a ton and my parrying skill is still 222, which is 83 skill levels below WAR's current parrying skill cap.


I agree that defensive skills (besides evasion) skill up horrendously slow; it's a flaw in the mechanics, where Evasion counts first, and so the more you evade, the less chance you have to skill Parry and Shield. That being said, I can definitely see the effect of having a capped Parrying skill on lower level jobs. As it stands, though, capping Parrying is a grueling endeavor, involving tons of -EVA gear and more time than is decent for an MMO.

In part, that's what I wanted to address with Instigator, by directly adding to skill. I thought about having it increase proc rate, but that seemed like it would just ignore skill altogether.
____________________________
Ealdwulf wrote:
So one of the big downsides of playing PUP, and why almost everyone hates them, is that they all display the wounds of Christ?
Sephrick wrote:
I'd imagine it as descretely reaching around said person, not screaming kamehameha as I use the pld as a trampoline.
dmhlucky wrote:
the curse of good DD's is they tend to have less Defense, meaning they get high for more.
Master ketrel wrote:
Its just an emote you sick son of a *****
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