Character: ChaosDragon(Warrior)
Feedback type: tank balance
Feedback:
First of all, I’ve been playing the swordsman class since beta. The Warrior has been my main character since this server opened and I have not once abandoned it for another class.
In my opinion, in order to see where a Warrior should stand, we need to compare all four tank classes and balance the stats most important to tanks between the four. The stats which define a tank are: HP, Defense, Parry, and Dodge. Attack is also important but it shouldn’t be what tanks are about. I made a table and gave each class a value for each stat to see where they should stand in relation to each other:
BM War Knight Monk
Hp 5 2 3 4
Def 3 4 5 3
Parry 3 5 4 2
Dodge 2 2 2 5
Attack 3 3 2 2
16 16 16 16
It’s not perfect but what I’m trying to show is that each class should excel at one thing the others don’t: BM(HP), War(Parry), Knight(Def), Monk(Dodge). BM and War would have comparable as well as the highest attack of the tanks while Knight and Monk would have comparable attack and be the lower of the tanks. Knight would have the highest Defence and Warrior the second highest because these are heavy armor tanks.
Now to get down to what skills should be changed:
Feedback Type: skill
Skill: Defender
Feedback:
Due to the nature of diminishing returns, this skill isn’t as great as people make it out to be. In fact, Defender was much more “OP” pre-aov and is a mere shadow now of what it used to be. Defender used to push Warriors from 55-65% parry rate to 70-80% (I realize the parry cap was 70% pre-aov but my effective parry rate pre-aov was 77.73% with full aod H gears not including the aod set bonus, even if the equip window didn’t show it). Defender also gave Warriors about 10% additional Def and dodge rate. Now, with full Osiris gears, 25-30%+ blueseeds on all armors and weapon, anteater/mayor titles, 5x solomian rare+, and 50 base str, my parry rate without Defender is 34.51%, with Defender it is 37.17%. Only a 2.66% difference when it added up to 15% pre-aov. As for Defense, now it pushes me from 68.02% to 73.44%, a 5.42% difference when it was twice that amount pre-aov.
Therefore, I suggest changing Defender from giving {-10% Attack, +30% Def/Parry/Dodge} too {-10% Attack, +30% Def, +60% parry, +0% Dodge}(remove dodge bonus)
Lv1 Attack -10%, Def +6%, Parry +12%
Lv2 Attack -10%, Def +12%, Parry +24%
Lv3 Attack -10%, Def +18%, Parry +36%
Lv4 Attack -10%, Def +24%, Parry +48%
Lv5 Attack -10%, Def +30%, Parry +60%
To put it in perspective using my stats as an example: instead of Defender giving a parry of 37.17% (+2.66%), it would give 45.74% (+11.23%). I will also add that again, due to diminishing returns, it would require an additional 3900 str to reach 55% parry rate using the +60% parry suggestion. Pretty much impossible with the current parry formula.
Dodge is removed from Defender because, honestly, like VidarWolf above mentioned: this is a heavy armor class carrying a giant sword… they shouldn’t be able to “dodge” things very easily.
As for why the Defence increase is left at 30%, well, it doesn’t give much and no matter how much Def we stack it still won’t give much in comparison to our non-Defender defense rate, due to… that’s right… diminishing returns. This is also assuming they actually give Knights the highest Defence of all tanks (which they should).
To be honest, Defense in general should be nerfed because reaching the 60-80% ranges (on tanks) is just ridiculous when we (tanks) were barely even able to reach the 50% range unbuffed pre-aov.
Feedback Type: skill
Skill: Tension Relax
Feedback:
This skill heals way too much, period. I suggest making it heal as much as it did pre-aov which was 60% but with a slight change:
Requires at least 50 rage.
Lv1 3% instant heal, 30% over 22 seconds, 80sec cd, Consumes all rage and heals depending on amount consumed.
Lv2 6% instant heal, 40% over 26 seconds, 100sec cd, Consumes all rage and heals depending on amount consumed.
Lv3 10% instant heal, 50% over 30 seconds, 120sec cd, Consumes all rage and heals depending on amount consumed.
It wouldn’t be fair to revert Tension Relax back to its original 60% and still having it cost the 6 skill points it does now.
Make it have a max level of 3 like suggested above and redistribute the extra 3 skill points to rage control because there is honestly no other skill where 3 points can be added, which brings me to my next suggestion:
Feedback Type: skill
Skill: Rage Control
Feedback:
Lv1 Generate 2-15rage, Max Rage: 60 (Original: Generate 5-17 rage, Max Rage: 50)
Lv2 Generate 4-17 rage, Max Rage: 70 (Original: Generate 5-20 rage, Max Rage: 100)
Lv3 Generate 6-20 rage, Max Rage: 80
Lv4 Generate 8-22 rage, Max Rage: 90
Lv5 Generate 10-25 rage, Max Rage: 100
Feedback Type: skill
Skill: Bowling Bash
Feedback:
Bowling bash is pretty useless above lv1 right now, all it does is give more dmg (190%-392%) and the same amount of rage generation (twice the rage generation as head crush/bash which the description describes as “obtain 2 aura”) at all levels. It’s a waste of skill points.
Have it give more rage above lv5 like battle leap does. For example: Battle leap currently at lv1-5 gives 10 rage per monster hit, at lv6-10 it gives 20 rage per monster hit. So for Bowling Bash:
Lv1 Obtain 2 “aura”, dmg: 190%, 10sec cd (Original: Obtain 2 “aura”, dmg: 190%, 10sec cd)
Lv2 Obtain 2 “aura”, dmg: 213%, 10sec cd (Original: Obtain 2 “aura”, dmg: 213%, 10sec cd)
Lv3 Obtain 2 “aura”, dmg: 235%, 10sec cd (Original: Obtain 2 “aura”, dmg: 235%, 10sec cd)
Lv4 Obtain 2 “aura”, dmg: 258%, 10sec cd (Original: Obtain 2 “aura”, dmg: 258%, 10sec cd)
Lv5 Obtain 2 “aura”, dmg: 280%, 10sec cd (Original: Obtain 2 “aura”, dmg: 280%, 10sec cd)
Lv6 Obtain 2 “aura”, Obtain 2 rage, dmg: 302%, 12sec cd (Original: Obtain 2 “aura”, dmg: 302%, 10sec cd)
Lv7 Obtain 2 “aura”, Obtain 4 rage, dmg: 325%, 12sec cd (Original: Obtain 2 “aura”, dmg: 325%, 10sec cd)
Lv8 Obtain 2 “aura”, Obtain 6 rage, dmg: 347%, 14sec cd (Original: Obtain 2 “aura”, dmg: 347%, 10sec cd)
Lv9 Obtain 2 “aura”, Obtain 8 rage, dmg: 370%, 14sec cd (Original: Obtain 2 “aura”, dmg: 370%, 10sec cd)
Lv10 Obtain 2 “aura”, Obtain 10 rage, dmg: 392%, 15sec cd(Original: Obtain 2 “aura”, dmg: 392%, 10sec cd)
The rest of the Warrior skills are fine as they are and don’t need any “improvements”.
Now, to comment on two things VidarWolf mentioned:
- Aura Shield vs. Endure: people seem to forget that Endure has a 120 second delay while Aura Shield has a 60 second delay. In the long run these two skills mitigate the same amount of damage. In fact, due to the nature of some raid bosses (now obsolete), Aura Shield would be able to be used through more of the bosses big attacks than Endure. Boss fights used to last around 5-10min, in a 10min boss fight a Knight would be able to defend against 10 of the bosses’ big attacks while Warriors would only get to defend against 5 big attacks. During those 5 big attacks that a Warrior could not use Endure, they become a liability to the party and therefore put more strain on the healers especially during AoE attacks when the healers themselves may be in trouble. A dead tank is a useless tank. Knights, therefore by having a skill that is able to be used more often albeit at half the effectiveness become a more stable and reliable tank. Btw, Knights have 2 damage mitigating attacks and so do Warriors:
Knight: Shield Fortress, -50% dmg, 120 second delay Aura Shield, -20% dmg, 60 second delay
Warrior: Endure, -40% dmg, 120 second delay Parry, +40% chance to parry an attack, 60 second delay
- Berserk:
It’s fine as is, 20% attack is more than enough even with the horrible attack formula and -10% flat dodge is huge as it is.
Giving this skill a flat crit increase especially with how hard it is to obtain crit% would make this skill op especially giving it vigor. Due to Osiris gears having vigor, my warrior has a 36sec cd on berserk, adding more vigor, especially a % increase would make this skill have under 30sec cd effectively making it a permanent buff.
Edited by Chaostamer149, 23 February 2014 - 04:44 AM.