Besides using it during Beta 3, I've never used a tank's Limit Break. I have to ask, is there any boss that requires our limit break? Or a FATE?
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Besides using it during Beta 3, I've never used a tank's Limit Break. I have to ask, is there any boss that requires our limit break? Or a FATE?
The closest thing I've come to "needing" tank LB is Garuda SM when she LB's if there aren't enough rocks, tank LB can save the party. If there are enough rocks for ppl to live however healer LB afterwards is a better option... and if you don't need to do that DPS LB after is the best.
TBH the lvl 3 limit break, if I remember right, reduces damage taken by the group by 90% for something like 10 seconds, or maybe 5 seconds... its pretty short.
The only time I would see that truly being useful is if there is a boss who has a forced wipe mechanic. The HM Primals have "avoidable" wipe mechanics, where you burn something down fast enough, and the mechanic does reasonable damage.
Now if we had a boss... say Bahamut maybe, who at say 10%, would cast Mega Flare, and would do 30k damage to everyone, then you would use the tank lvl 3 LB to survive that... But Im not in Coil, so IDK.
In Garuda normal, sometimes people like to use Tank LB during reckoning.
The LB system isn't very good. No one wants to use the tank or healer lb because the party shouldn't need them if everyone is doing their role. The dps lb is sometimes helpful to take out adds quickly.
It's also a big pain to build up lb. If I could make a change to lb, I would just give people an lb for certain fights. Maybe for dungeon bosses, lvl 1 lb for first boss, lvl 2 for second boss, lvl 3 for final boss. Then people could do one cool move during the fight.
I've only once ever thought about needing to use it, and it's in Garuda SM, as others have said. I'll end up using it then every time, even if there are enough rocks to survive, because it's less strain on the healer to bring everyone back up from the hit when it's absorbed by mighty guard and everyone's back on their feet in no time. Has always made the run go smoothly.
I was wondering that too the use of tank limit break, I've heard people in coil asking about ways to avoid a party wipe when a boss uses a certain move, so maybe they might try tank limit break there but honestly I'm hoping for more uses of that limit break because it looks awesome.
Garuda NM is the only place I had to use LB, otherwise the healer would just die.
TBH the tank LB sucks and really should be rethought.
Change it so that it heals and cleanses the tank, grants them resistance/immunity to all damage for 10 seconds, and generates an obscene amount of enmity on all enemies within 30m. At that point, it would serve to actually augment what tanks do rather than just acting as a mediocre preventative version of what the healer LB does.
Problem is, that is a single players benifit, while all other limit breaks essentially benifit the party. The only thing i can think of besides maybe a shield on the party that absorbs 100-150% of their hp before fading, is making that 90% reduction limit, apply to -any- attack. Including titan/ifrit/garuda doing their super attack at full power.
Well... If you have the LB3 filled in the first place, why would you use it on the tank instead of just poping a DPS one ?Quote:
Including titan/ifrit/garuda doing their super attack at full power
i see no reason to use a Defensive LB on anything up to Titan HM, other than Normal Garuda where "Reckoning" can still wipe an entire party even with enough rocks to mitigate the attack.
IMO the tank LB is almost worthless through the entirety of the game, but i don't really care anyway as I already have enough on my plate as a tank doing tank things, than to worry about when to shoot off a limit break.
Actually, it wouldn't just be "single player benefit".Note that I said "obscene amount of enmity". The point of a tank is to attract attention and mitigate damage. If the tank dies, then the entire party suffers. If the tank limit break drew huge amounts of aggro, healed the tank to full, cleansed all debuffs, and made them immune to damage, that would equate to the rest of the party taking no damage while easing the load on the healers by a huge amount.
Saying that my suggestion only benefits the tank rather than the entire party is like saying that Shield Oath or Defiance only benefit the tank: they make the tank better at both enmity and damage mitigation *which explicitly helps out the group*. Providing a short term burst of damage reduction to the entire party is only useful when the entire party is taking a huge amount of damage that can resisted while not able to be effectively healed afterwards. There simply aren't that many of those, mainly because anything that would actually wipe the party without some sort of large scale mitigation can't be resisted.
The changes that I suggest would actually make it useful: they put all aggro for everything on the tank and make the tank super durable for the duration. Have it act as a Provoke with more enmity than Provoke normally provides (top + 100/300/1000 potency) and it works great as a tank death recovery CD: tank gets aggro back on everything, debuff gets removed, tank gets healed back up so that they don't just fall over dead when they're hit next, and they take less damage, allowing the healer to focus on other people that inevitably took damage when the tank dropped.
Your claim that it only helps the tank makes no sense. By helping the tank, it helps out *everyone* and, by providing the buff to the tank in a big way, it's honestly *more* useful than divvying out the buff to the entire party in comparatively worthless increments.
They need to just make limit breaks like weapon skills were in FFXI (and make them individually built up), and introduce skill chains and magic burst.
Healer LB tends to outshine Tank LB almost all the time, Prevention method has to be better than a cure or else people would rather use the reactive skill as proactive skills are more likely to fail (bad timing etc).
If they increase the mitigation on the tanking LB, it would go a long way into fixing the issue.
Typically... the tank already has a 20-80% lead on threat anyway... Unless a boss pops up that spawns 5-10 adds that need to be tanked and a BLM limit isnt enough to clear them. It would be utterly useless for a limit to give us a larger threat lead. Giving the tank alone a high damage mitigation for 10 sec is still a poor choice, even giving the whole party mitigation is a poor choice compared to a full ressurect or an absurd nuke.
It's so short... tank LB should barrier everyone, focus all hate on tank somehow (as suggested), and give the tank like a 15 second barrier, as opposed to everyone else's 10 second- to give healers a chance to stabilize, and dps a chance to blast away.
It should also make the tank larger for 15 seconds... because, you know- that would be cool.
The tank lb is good on Coil turn 1 if you don't pop slimes in phase 2 if you don't have a melee to use melee lb. Once the splits get to 4 stacks, your tanks can get trucked pretty hard. It's a good damage mitigation cooldown since the splits seem to be too far away to take advantage of the aoe limit break.
Of course, maybe I'm just saying that since it's the only true damage mitigation cooldown a warrior has especially when Virus is not on the boss.