Ah yes, looking at your comment, and the one you quoted, I can see what made you tick. I think it was more of a joke than anything else. I don't remember comments being about buffing war, but being about bringing war and drk at paladin's level.
Trust me, there's quite a few people who think that way.
Halo kid
Playing all 3 Tanks in end game content the Tank Balance is just not there, close but not there.
With the new Shake it off WAR's have the best total mitigation once more with their shorter CD's. Venegence is way better than ShadowWall and marginally better than sentinal. Adding Rampart to a WAR's kit made that even more apparent. TBN, Sheltron and Innerbeast all serve the same purpose but IB does last longer at the cost of DPS whereas DRK and PLD can use theirs in DPS stance. DRK and WAR have gap closest with DRK's being a little easier to use but PLD knock back negation thing is entirely useless outside of 1 fight and on a 3min CD. Holmgang is broken, in high level play this skill is abused. Living Dead can be considered slightly better as u can abuse it to last for 15 sec. Hallowed is just ignore mecanic skill. DPS wise DRK is lowest simply due to their kit getting nerfed overall this patch. DPS wise its sorta balanced but I think it can be improved.
Sentinal/Shadowwall/Bulwark= Drop all these down to 2 min CD's. No reason to have them at 3min anymore with wAR having rampart acess. Also Shadow wall needs some help as it just pales in comparison to WAR's 15sec length and PLD bonus mitgation.
Tempered Will= Drop this down to 1min. This skill is currently a relic skill and has never had many practical applications. So far only 1 fight makes good use of it and thats not enough to justify the skill. Also many knock back skill completely ignore the skill tool tip (looking at you O1S) PLD don't have a gap close this should be our equivalent but sadly its like a hand me down pld got before the other two got a better version.
Dark Mind= change this to a flat 10% dmg reduction. when DRK Arts is used with it change it to a party wide 10% mitigation.
Divine Veil= increase the shield capacity to 15% and also make it effect the PLD. Shake it off will require more work but can surpass its effectiveness with just 2 skills under defiance. Also with veil effect up have it give the pld either a healing bonus or a def bonus. and for the love of god let healing abilities trigger the damn skill, as of now only healing SPELLS trigger veil makes it frustrating when a heal goes out and doesn't trigger the skill.
TBN= If u DRK ARts the Blackest night it spreads the shield over the entire party for 8% of your max HP and on yourself for 15% of your total Max HP. Upon each shatter generates 10 Blood Gauge and 30 Blood gauge for your personal shield for 100 Blood total if all shields break.
DRK/PLD also need a small boost in enmity. Onslaught's multiplyer is ridiculous and DRK has no enmity generation outside of their GCD. PLD has shield swipe and circle of scorn but Circle enmity is tied to the initial hit alone and sheltron multiplayer isn't high enough. I would suggest taking the dot factor away from Circle and straight up making it DMG while slightly bumping its enmity so that both skill equal to onslaught when used together. For DRK adding in a multiplyer to plunge and then a Dark Arts bonus where dmg and enmity is increased would go a long way.
For WARS the debate about unchained being tied to inner release is at best annoying. On one hand Defiance and deliverance have a skill set on the other inner release makes unchained useless but as of now WARS dont use Defiance besides the pull. To compensate maybe switching from defiance to deliverance could drop the CD of the skills by 10 sec or so to speed up the use should u need to tank stance often.
Other than that potency/enmity scaling needs to be changed a bit. Enmity is heavly skewed in WAR's favor. PLD and DRK should ahve equal enmity generation in other ways.
But thats my two cents.
Honestly I'm... a bit confused?
SiO is 8%, 12% every other use because I don't think Raw Intuition has any place in the WAR rotato in raids (please correct me if I'm wrong, of course), that is ON the warrior. Its cd is 30s shorter than DV, and the shield is better by virtue of affecting WAR as well even before you eat things to buff it.
Obviously Thrill is useful for onslaught during zerk, and I assume that WAR wants to be using vengeance for at least some mechanics, though I tank with a drk in what savage I've cleared so I can't say for certain.
It just feels a bit... odd that pld can complain for a whole expac and get sh*t-all, but WAR screams for one half-patch that they're less viable in raids (they aren't, holmgang is so broken wtf?) and suddenly they got a bunch of everyone else's toys?
I'm overexaggerating, of course, and I'm not hardcore enough to pressure my drk cotank to change to WAR or change myself, I just think it's a bit strange.
Bottom line is drk will fall out of meta hard after 4.1.
War/pld comp will have more dps more party wide midigation. + be there dmg utility if for some reason don't have nin or Sam.
Ofc. Compared to pld/drk.
War/drk is not really option whit what pld pring to party comp. First place
Well, it will need some testing, but looking at how it's worded, it seems there is a another big difference between Shake It Off and Divine Veil.
Shake it off : "creates a barrier around self and all nearby party members that absorbs damage totaling 8% of maximum HP."
Divine Veil : "Prevents damage up to 10% of your maximum HP"
So, for now, we could assume that SiO works like Stoneskin, and scales on the receiver's max HP. As stats go higher and higher, SiO will fall behind more and more, keeping it "balanced" with its shorter CD and the benefit from WAR.
Last edited by Reynhart; 10-10-2017 at 03:31 AM.
Our healers love when our WAR MT uses Raw intuiton to mitigate autos in o1 3 and 4. The autos hit for 12 to 16k so that 20% reduction is very noticeable.
Shake It Off is fIne. It's not OP, it's just fine. It does however make DRK even worse.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
To be honest, I think shake it off will scale off of Wars max HP. It's 8% because you'll get 20% more HP in defiance, making it 10% of your base hp. Another note is that shake it off will shield the user and Divine Veil will not.Well, it will need some testing, but looking at how it's worded, it seems there is a another big difference between Shake It Off and Divine Veil.
Shake it off : "creates a barrier around self and all nearby party members that absorbs damage totaling 8% of maximum HP."
Divine Veil : "Prevents damage up to 10% of your maximum HP"
So, for now, we could assume that SiO works like Stoneskin, and scales on the receiver's max HP. As stats go higher and higher, SiO will fall behind more and more, keeping it "balanced" with its shorter CD and the benefit from WAR.
How Steel Cyclone should look!
It will be easy to verify. Party with a low level character, go fight a cactuar and wait for 100 needles, pop Shake it Off, see if it wears off
And if the basic effect is as strong as Divine Veil, I wonder what could possibly justify :
- The longer CD ?
- The need of healing magic to trigger it ?
- The shiled not spreading to the user ?
Last edited by Reynhart; 10-10-2017 at 02:39 PM.
Honestly shake it off should have been 4% base.It will be easy to verify. Party with a low level character, go fight a cactuar and wait for 100 needles, pop Shake it Off, see if it wears off
And if the basic effect is as strong as Divine Veil, I wonder what could possibly justify :
- The longer CD ?
- The need of healing magic to trigger it ?
- The shiled not spreading to the user ?
its pretty easy to just pop it when another ability is at 1-3 seconds left, or if u need to move during raw intuition, and awareness isnt up.
Plus, it should still have removed negative debuffs, also granting 2% or 4% per debuff.
starting at 8% is ridiculous.
CLAIRE PENDRAGON
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