Sadly the only difference between is Pld being a really bad Main tank heh, and recommended not to.
The BLU spells aren't really anything new.
Anyone remember Haymaker? Anyone? I can't remember the potency on it. I think it was 180 and inflicted +20% slow, and for PGL/MNK at the time, that was powerful. Only requisite? Evade an attack, so Featherfoot into Haymaker...
Shield Swipe, same diff, only it used to be on the GCD and inflict pacification, while being 210 pot and only costing 40 TP. Long fight, no Bard? Shield Swipe!
They've also got something like the % HP damage taken in Eureka Logos Actions. Can't remember what it is, but it's there.
BLU's less a testing ground, and more a, "Hey, let's use all these mechanics we don't normally allow players to use!" playground.
If they do add back in counter skills for tanks, I assume it'll just be tied to defensives that are tied to a gauge. Like, hey, PLD just used Sheltron. Sheltron duration over > Gain ability to do Shield "Slam" or whatever.
On the bright side some sort of higher skill cap have to be introduced if they want to add new abilities to all tanks classes, unless they just add passives that modify pre-existing abilities.
Now on the bad news like people mentioned before it doesn't seem they are striving for class identity
Haymaker, Low Blow, Reprisal and Shield Swipe relied on dodge, parry and block RNG procs in order to be usable. If a fight lacked attacks that could be dodged, parried or blocked could not be fully utilized and required that you either be the primary target or hit by avoidable damage to have a chance of triggering. This is a bit different than what I'm seeing in the BLU spells.
Smite L requires you to be below 50% to use this is different than "take 30% max hp in damage while this buff is up and a defensive cooldown button transforms into an attack."Quote:
They've also got something like the % HP damage taken in Eureka Logos Actions. Can't remember what it is, but it's there.
[quote]
BLU's less a testing ground, and more a, "Hey, let's use all these mechanics we don't normally allow players to use!" playground.[/qoute]
Cold Fog and Chelonian Gate work a bit different than you think and do not work like the old counter attacks or any of the Logos actions.
Except for the gauge requirement that is pretty much what Cold Fog and Chelonian Gate do:Quote:
If they do add back in counter skills for tanks, I assume it'll just be tied to defensives that are tied to a gauge. Like, hey, PLD just used Sheltron. Sheltron duration over > Gain ability to do Shield "Slam" or whatever.
Cold Fog process:
- Cast Cold Fog
- Receive Cold Fog buff with a 5s duration
- Take Damage
- Cold Fog buff replaced with Touch of Frost buff with a 15s duration
- While Touch of Frost is on you, the Cold Fog spell turns into White Death (reusable instant cast 400 potency spell)
Chelonian Gate process:
- Cast Chelonian Gate
- Receive Chelonian Gate buff with a 10s duration
- Take 30% your max hp in damage while Chelonian Gate is up
- Gain Auspicious Trance buff which is linked to the Chelonian Gate buff
- While Auspicious Trance buff is up Chelonian Gate turns into Divine Cataract (single use instant cast 500 potency(1000 if mimicing a tank) AoE)
Looked more like Passage of Arms. So this is what I imagine Paladin's new ability to look like:
Potential new Passage of Arms process:
- Use Passage of Arms
- Receive Passage of Arms buff with a 18s duration
- You or an ally under the effect of Passage of Arms takes 30% max hp in damage while Passage of Arms is up
- Gain Indignation buff which is linked to Passage of Arms buff
- While Indignation buff is up Passage of Arms turns into Vengeance of Arms (single use instant cast high potency Cone AoE)