Bait used to be believable
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Sonic break and goring blade being only allowed under buff is still the worst shit ever designed.
My main issue with PLD right now is that coming from Atonement combo, Sepulchre feedback is hard to notice. Sometimes I think I haven't used it yet because I didn't hear it or saw the animation and I'm pressing a grey button until I notice (it's usually only a few seconds until I realize something's wrong). I know I'll get used to it but a [I]louder/I] Sepulchre would be nice. Atonement is both flashy and kinda loud.
As for other tanks, I can't talk yet... Still leveling other classes.
I didn't say anything about Xeno's clear, but alright. Warrior has plenty of self sustain to already help it in any kind of content, it even got a new one attached to Damnation. It's just fine where it is, I don't think it's even OP in most content. Your complaints seem more about not having good healers more than anything.
I'm actually not concerned about healers at all. There are serious issues with healing jobs, but this is a tank thread. I am much more concerned with the fact that the Devs forgot to make adjustments necessary for each tank to hold enmity and to properly mitigate and self sustain through Level 100 end game content. I'm all for making the jobs feel unique and potent to play. No one wants to play a job that they feel is unequipped or situational. All jobs should be able to clear all content.
Holding enmity is definitely a concern, removing the damage potency from engages + adding larger & larger bursts to DPS without considering the ramifications was quite the choice on Square's part. Thankfully, they're at least addressing the issue according to the notes I saw- with more enmity on AoEs and an enmity effect added to engages. Me personally, I would've removed the animation delay between end of engage dash and start of your next action- right now it feels really awkward because I sit there for a whole second contemplating the meaning of life... if there was no delay you could just dash immediately into an attack that would generate the needed aggro.
Sustain/mitigation though, disagree there. Feels like I have far more than I need. With the GNB changes suggested in this thread, pretty sure healers would just be out of a job completely. Already have enough healing on GNB to clear an expert dungeon boss without a healer- I don't need more healing or mitigation. Just feels toxic at that point. It's a cooperative game, I should actually need my green (about to be jobless) companion.
All the tanks except for DRK have plenty of self sustain. DRK is the only one that is actually suboptimal in dungeons and it does suck that it's like that.