Warrior suggestions

Discussion in 'Tanks' started by p2aa, Aug 22, 2018.

  1. p2aa Augur

    AE aggro
    We lost a lot there. Wade In to Battle and Harmonious expanse hates have been nerfed by 72 %. We need another AE aggro line of disc, that we could use alongside the XXX Blades line. This line of disc would be upgraded when our XXX Blades line would be.
    I suggest a new disc line with 30 sec refresh, 10 k base hate.

    Single target aggro
    Our single target aggro has stagnated, while DPS classes aggro has increased. We can sill hold aggro well thanks to the hate mods we have. But with no new hate disc on next expansions because there won't be new level increase most likely, and with DPS classes gaining likely some abilities that will increase again their hate, we don't know what will happen.
    I suggest a first boost of + 20 % aggro to all our single target aggro abilities to allow us to stay competitive (Gut Punch, Blast of Anger, Kluzen Roar, Slander, Burning Shout).

    Mitigation
    It seems that the devs vision is to make tanks more interchangeable in the raiding scene especially.
    This has lead to knights getting aligned to warrior's mitigation (defensive stance for example).
    But the contrary has not been made. I think especially of self healing. Seems fair that we get some better stuff in this area. The easiest way would be heal over time abilities (would make no sense to have warriors cast heals or cast lifetaps)
    Harmonious Precision, while the hate nerf could be understood, has seen the heal portion reduced by 59 %.
    Warlord's Resurgence highest rank is producing 450 HP every tick (one tick = 6 sec), that's really too low in modern content.
    I suggest two things :
    1) Multiply the HP per tick of Warlord's Resurgence highest rank per 10. It will be 4500 HP healed every tick.
    2) Create a new disc / AA (not going into the disc window), for example called Warlord's Recovery, 6 min refresh ability, 1 min duration, 10000 HP healed every tick.

    DPS
    We are in a good position atm. In raids, we are behind DPS classes like we should be, but not at the bottom of the pile. I speak of similarly skilled DPS classes of course. We don't need any boost to our DPS abilities.
    Tucoh likes this.
  2. Tucoh Augur

    All that sounds pretty good, p2aa.

    Speaking as a warrior who plays in groups / boxes, and doesn't raid, I'm pretty happy with where warriors are at now. I feel very effective at holding aggro, mitigating damage and dealing damage. This is especially true since I can effectively tank + deal damage in dual wield.

    I feel like each expansion has to come with some obligatory new ability, but after so many expansions the warrior, along with every other class, has so much stacked up I almost don't even want a new ability to put on my hotbar. Hell, I'd rather devs make it easy on themselves and warriors and give us a massively improved version of Shield Break and Gut Punch (without stacking issues) instead of trying to give us a new harmonious expanse, dichotomic, alliance or whatever.

    But if they created a new ability, I think I'd want three new abilities all on the same timer with a ~30s CD and the following abilities:
    1. A single target DPS + short-term DPS Buff ex: a mini Heroic Blade
    2. An AE Aggro ability ex: another xxxx Blades
    3. A short term mitigation/hp buff ex: a mini dichotomic shielding

    This would just provide me something I'd have to choose between as I'm fighting, because I'd use all three in different scenarios in my daily-gaming.
  3. Xorsazis Augur

    To comment on the self-healing, perhaps the route would be enhanced regeneration? Something drastic enough to be noticeable but not so drastic as to be game breaking. Perhaps +2000-+5000 HP per tick. Lorewise, this would fit as we have the strongest bodies and should have the best natural defenses/healing. If the number is set too low, it really becomes useless, and if too high, it could be extremely OP. There's a fine line in there somewhere.

    My biggest issue with AE agro is when I am in a fast chain pulling group doing 2-3 mobs at a time. It's hell on my cooldowns. One more AE agro, preferably something without damage so I do not break mezzes. It could replace or share the cooldown with "Challenge" lines, so long as it isn't target limited and does decent agro to help us lock it in.

    Single target wise, I think we just need a good burst grab ability. Blast of Anger used to be that tool, but it has stagnated and everyone and their mother can jump past it's agro easily now. The biggest issue with agro on single target is typically on engage, when everyone wants to go full nuclear mode. A nice burst ability would help us get ahead of that curve. SK's use HT for this. I think similar agro would work well for us and Paladins.
  4. Sheex Goodnight, Springton. There will be no encores.

    I’ve said it before on a few other threads, but imo War/Pal need a comparative tool to the SK Insidious Denial line.

    IE a short reuse, small amount of pb ae hate ability (with damage/stun/whatever) for tagging purposes to bridge the gap when other stronger tools are on cooldown. Weak enough to not change overall hate balance a lot, but a readily available tool to pick up things for the attentive tank of leisure’s QoL.

    This is missing some context, my friend.

    Or should you also receive another hate mod ability because Rage got reduced from 4000% to 400%?

    Crazily imbalanced abilities being brought back down to earth isn’t the greatest justification to use when requesting replacement abilities. Not saying asking for more ae hate is a bad thing, but both harmoniouses in particular seemed more like a mistake than anything, at least in the raid game.
    gotwar likes this.
  5. Lianeb Augur

    Until you realize we were given a second harmonious to placate us from not getting an OP alliance
    and then they both got gutted, but alliances didn't. I would rather have an alliance at this point
  6. Denial_Sinfae Augur

    Change Fortitude to not overwrite shaman unity dodge buff.
    Koryu likes this.
  7. Sheex Goodnight, Springton. There will be no encores.

    Rereading what I wrote and was a little unclear...when I said “both harmoniouses”, was actually referring to the two ae based ones, Expanse for warriors and Disruption for SKs.

    Had no issues with Precision.
  8. Maedhros High King

    As much as I think you need to be treated like you do when you invade the Paladin threads, I will leave most of this alone except the DPS part. I stuck Zaknaffein in a dps group the other day and he pulled a number 2 on parse. Forget which event but I want to say Cactus. Warrior dps is much better than good, given the talent and a solid adps group. Wish I could say that paladins were in such a good position. Granted, I think paladin should be the worse of the 3 tank classes in dps, except undead.
  9. Brohg Augur

    Roar of Challenge is due an upgrade. No target limit, or like a tripled one. AE agro is otherwise fine, except maybe as a corollary to the singles situation.

    I would prefer fewer agro buttons. With commensurately shorter cool downs. If you're counting Burning Shout with its 2 minute cool down, then you've left Rage of the Forsaken off the list of them, too. Knee Strike also adds agro to one target, as do both Projection of Fury and Phantom Aggressor, and the Taunt button itself via our Sneering Grin AA proc. It's important to be able to "tag" multiple incoming mobs, that's been the role of having so many buttons with such very similar practical application. Just saying I'd be pretty happy if we drifted back closer to "one" button for doing that one job.

    If we were on less buttons, though, then no matter how fast their cool down it couldn't hit 7/8 mobs all in a couple seconds. If we were on less buttons, then I'd be very much on board with seriously improving the explicitly AE agro buttons. Which I would obviously cut to one button! But with 12~20s cool down, not 1m.

    On the actual mitigation front, while I'm fully on-board with core melee tankiness being shared across the tank archetype, I think there's some wiggle to perhaps gain spell/dot mitigation. Something innate, and souping up Mark of the Mage Hunter?

    Warlord's Resurgence, when it was introduced in House of Thule expansion for level 85 characters (it doesn't/didn't require lv90. Heroic characters with Auto-Grant get it.), heals/healed for 300/tick. Not only would it not have been outlandishly powerful for that to have been innate then, like a passive instead of activated AA, the healing amount could have doubled with each level increase since then (600 at 90, 1200 at 95, 2400 at 100, 4800 at 105, 9600 at 110.) and still be completely in-bounds. While they can already keep better than that HoT on us full time if they choose, clerics & shaman don't even bother with casting their spell unless they anticipate a nasty AE off a named. Paladins have a HoT that good - they don't cast that either, since they have actual battle heals. Warriors should simply regenerate that well. It's not a battle power, it's just another part of being generally tough. It's only a flesh wound; rub some dirt on it; etc.

    War DPS things were much ignored through the years when all we got were agro stuff. I don't think we're done redressing that imbalance. I'm not disappointed with the general situation, but there is room.
    Like…
    a 2tick/10min version of Furious Rampage, maybe.
    Massive hastening for Rage of Rallos Zek force-proc AA, which has stayed 2 ticks while legit damage classes are close to a minute - which is as it should be - but I'd like the warrior one to have significantly faster reuse for greater utility.
    Something better than the "tongue" disciplines to displace Mighty Strike.

    I would not sneeze in the direction of hastening ranks for Rampage.

    Finally, the wetarded revenant of Warlord's Grasp can go die in a smurfing fire. It makes me mad every time I see this broke-*ss clone of a kneecapped Underfoot enchanter ability walking around with the name of a previously loved core class mechanic.
    Dre., Koryu and Tucoh like this.
  10. shiftie Augur

    Regen buffs are cool

    Summoned bandages like rogue poison on greaves that have a heal potion click with appropriate reuse/summon time are cooler ... bring back bindwound!
  11. Brohg Augur

    I'm on board. Like poisons, basic ... 7k/tick? nodrop from pants clicky 15mins cooldown, crafted warrior bandages for 10k/tick (in this expansion would be 1 conflagrant silk + 1 lacertilia venom per?). Standard battle duration 20minutes. I'd want to back fill to level 85 of course, but developers rarely do that.

    Hm, little step refined since we're hypothetically trading in an AA, use an AA to put on the regen, using top bandage in inventory. Same thing, but then the use of the top ones is expansion purchase-restricted and warriors get another 50AA to spend to stay current. Can spells/AAs do that? variably use materials? The pants-bandage should be cancelled by death, the crafted one persist through, to avoid feel-bads for our high-mortality class.
  12. Repthor Augur

    I whould like a disc/aa that is basicly what PDH is but instead of runes with heals(whould have to heal more then the runes for balance) thats on a diffrent timer but dont stack somehow. So we can use them to have a more fair group balance. This whould have almost no impact in raiding . And more importently isent some form of mitigation they whould have to increase global base pop for to screw over other classes

    Ill agree that our pure aggro tools have been stagnated and should prolly see a decent gain in raw power along with our long cooldown like blast and the hate portion of gut punch and infused by rage. Our hate dot spesificly is way behind the curve.

    I also think that infused by rage could gain a secondary effect in that when it proc it whould heal/rune/vie on the warr. I whould prefer a direct heal myself. And the heal should be scaled down and be back filled to lower lvls.

    Have our invis back on our fade or just give us an invis call it whatever dominating avatar or something and give it to zerkers and clerics and pallys to . This whole u dont get invis cuz reason is silly at this time in the game.

    Call me silly but i want more group buffs .i love the imperiator lines as a concept and commanding voice , and field defender line. Id like more debuffing the mob tools or buffing my group mates tool. And i feel thats very battle commander like. Some might say to many bottons but alot of stuff like thst could be added to stuff you slreaddy doing or should be

    Other then that ill echo some of the others with the need for recovery
  13. Belkar_OotS Augur

    I would like to see the range increased on a couple of our taunts. Blast of Anger maybe? I feel like I always have to run into the danger zone in order to tag anything. Our range is noticeably worse than our knight counterparts.

    I would like our AE (on demand non-damage) agro improved. Something in that 18 to 24 second range.

    I agree our single target agro has stagnated but I only notice it being an issue for our newer or less skilled tanks. I wouldn't mind seeing our stuff bumped up modestly especially since dps will be generating more.

    I am pretty happy with our damage and mitigation at the moment so nothing earth shattering for modest upgrades. I would like an increase on offensive discipline, maybe something small but mostly reducing the stupid negative effects. Locking out defensive is enough of a penalty.

    I like that the battle leap effect is permanent, but I'd like it to not require a target, and to persist through zoning.

    I would like for our total dependence on outside healing to be brought down a little and I agree that regeneration is the most reasonable place to see some "self healing." I would probably tack it on with resurgence as a permanent buff (wishful thinking) with something like 30k hp a tick. It sounds like a ton, but it would still take over a minute to regeneration to full with current hp at 10% a tick. I can say factually paladins and Sk can heal themselves to full many times over in that same period of time, on demand while still performing their jobs.
  14. gotwar Gotcharms

    Doesn't this create a weird dichotomy for the big, strong, fearless Warrior, though?

    "I've got no time to bleed! (but I can put a little bandage on it!)"

    "Pain definitely does not hurt! (because I brought a band-aid and some Neosporin you guys :) )"

    Warrior enhanced regen sounds like a cool concept, but you don't need no stinkin' bandages to make it work!
    Maedhros likes this.
  15. Brohg Augur

    It's mostly just a funny callback. We used to have 3 separate lines of Bandage-enhancing AAs. Our epic Retelling event uses a healing script based on bandages dropping from the mobs.
  16. Sheex Goodnight, Springton. There will be no encores.

    Perhaps expanding on the recent AA addition of making heals land for more? Forget what it was called. Perhaps a new ability called Uncle Battleblade’s Potion Specialist could increase the potency of when a warrior uses potions on themself, too?

    Imagining a Diablo2 style “oh crap I’m going to die, *mash entire potion stock*” method? The strength of self healing in a lot of content is more about using it to counter spikes to live and less about making a healer’s job easier. Activated buttons are generally better for that than passive regen, though I realize everyone has too many buttons as is.
  17. Brohg Augur

    That's rather the point. Warriors can't do active self healing, that's why to play a knight. The warriors commenting aren't trying to backdoor bite that style, we're just trying to be better warriors.
  18. Tucoh Augur

    Maybe I'm narrow minded, but I think the difference between a instant-cast bandage spell and a paladin-style self heal or SK-style lifesteal is so small that I don't think it'd be appropriate for a warrior to have. I view warrior's as meat-shields that are incredibly dependent on someone else to heal them.

    However, I'd be interested in an upgrade to Resplendent Glory that instead of giving +15% healing, increased our hp/mitigation/dmg based on the biggest heal we received in the last 10 seconds. Some ridiculous six-figure Undying Life crit heal turning us into a monster would be great.
    Brohg likes this.
  19. Sheex Goodnight, Springton. There will be no encores.

    Well, I was responding to the person suggesting “warrior regen” as a solution. I just don’t think passive or even activated every tick HoT type regen is going to close the gap enough. It might be a fun toy for solo molo or boxing but if knight mitigation is going to stay where it is, active life saving functions via heals or absorbs is the only thing that would have enough practical impact where it matters (grouping, raiding) imo. Or maybe it’s an ability that makes the next heal land for a substantially larger amount, or twincasts it, or something.

    If fundamentally the issue is healing not being “warriorish”, it could be a rune, spell/damage absorb, parry, reflect or whatever’s clever. Something like the monk impenetrable line comes to mind, for example.

    Just tossing out ideas, obviously not a warrior.
  20. Axel Furry Hats OP


    The problem with having larger heals or twincasted heals is that in a raid, it doesn't do anything if the clerics are semi-competent. A lot of the heals getting thrown at a warrior are very small since they are only healing about 1 round of damage. Most raids I don't see a warrior's health getting below 100%. Maybe it drops down to 75% for 0.025 seconds but then it shoots right back up to 100%.

    Having an AA that gives us a defensive proc rune would be very nice not only in terms of damage mitigation but also in terms of helping us with our AE agro ability. Sort of like an Armor of Tenacious Runes except instead of it proccing off of our attacks it will proc off of us taking hits.