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  1. #21
    Player
    Warin's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Warin Quinn
    World
    Phoenix
    Main Class
    Marauder Lv 50
    Agree with most of what Ruminate is saying, good stuff.

    Warriors having to cross spec into taunt instead of another defensive CD is BS though ;P

    Only being able to interrupt every 30s is also BS.
    (0)

  2. #22
    Player
    Alish's Avatar
    Join Date
    Aug 2013
    Posts
    147
    Character
    Kaji Nari
    World
    Sargatanas
    Main Class
    Rogue Lv 76
    Quote Originally Posted by Arukai View Post
    Taunts are a necessary evil; and Provoke, for its long cooldown, provides very, very little benefit or enmity for the effort.
    I have a feeling you fail to understand the way provoke works. Provoke only raises your enmity to the current highest enmity holder+1, so you should NEVER use this skill unless someone pulls threat from you.

    Provoke + shield lob or tomahawk is usually enough to peel from the person you're provoking off of, and from there a basic rotation SHOULD secure the hate and allow you to figure out what you want to do with threat management from there.

    Heres an example, say main tank dies for what ever reason and someone off tanks it while your healer is getting a resurrection on you. The only thing on your mind as soon as you get up from raise is getting back into the fight and tanking that boss as soon as possible. Instead of wasting a lot of time having to rebuild that enmity, provoke will allow you to get back to where you left off and allow you to get back to doing your job THAT much faster.

    Its also off GCD and has an insane amount of range, I fail to see what is wrong with this skill.
    (1)
    Last edited by Alish; 09-07-2013 at 11:16 PM.

  3. #23
    Player
    Hachiko's Avatar
    Join Date
    Oct 2011
    Posts
    433
    Character
    Shaenrael Calgarawyn
    World
    Lamia
    Main Class
    Marauder Lv 50
    Enhanced Maim: This skill is amazing from 48-49, as it lets you get in a second Butcher's Block combo at maximum efficiency. At level 50 when you get Storn's Path, it loses its usefulness because you basically want to keep that up also, and doing so means enhanced Maim is completely pointless.

    Vengeance: Needs some defensive benefit (heal or bonus parry would be great). Right now it's in the awkward place of being a really weird offensive CD which only works when you're tanking. Even a TP regen effect would move it from junk to useful.

    Steel Cyclone: It's not going to be worth it to drop your Fury stacks for a decent power AOE skill. As it is it's never worth using this over Inner Beast. Maybe have it only consume 1 stack of vengenace?

    Not even sure what I would do with holmgang. Does it even work on large bosses?
    (0)

  4. #24
    Player
    Arukai's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    Arukai Basche
    World
    Odin
    Main Class
    Marauder Lv 50
    Unfortunately, the problem is DPS tends to not stop. Provoke doesn't account for that. I think you perhaps misunderstood what I meant.

    Provoke needs a little MORE on the firm aggro thing; trusting DPS to stop attacking a target that's chasing after then is like asking a ranged DPS to run to the tank when they get aggro; this stuff is MMO 101, but evidently a lot of people skipped class that day. The end result, for me anyway, tends to be DPS running away and blowing more cooldowns, making it more complicated. Provoke, really, should be a taunt. It's off the GCD but it has a long cooldown as well. If it was 15sec or so, I'd actually think the Enmity +1 thing was kind of nice. At 40sec, I want something MORE to it. Hence the suggestions I made; it's not that provoke is bad, it's that in practice making it work efficiently and effectively is a team effort. And team effort is often sorely lacking in random groups in particular.

    to be continued...
    (0)

  5. #25
    Player
    Arukai's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    Arukai Basche
    World
    Odin
    Main Class
    Marauder Lv 50
    There's nothing WRONG with Provoke; it's a nice base to work with. But it's just not quite fleshed out fully yet. As I said, we're now past lvl 20; we're all tanking harder dungeons now, and DPS and tanks are min-maxing the best they can. This means some abilities are a bit too strong; and others need a little work - welcome to a launch MMO! Woo!

    Provoke just needs tinkering; made more efficient (especially in certain groups and fates). It's not about going easy; but 40sec is a long time to wait too. Either the cooldown needs cutting in half, or it needs increasing with a more tangible benefit to using it.

    Either way, nice as it is, it's just not quite there yet. Easier for me to rotate a combo and overpower/flash, hoping/insisting DPS attacks the marked target... and even then, truth is, you can take a horse to water but you can't always make it drink.

    *sigh*
    (0)

  6. #26
    Player
    Quor's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    663
    Character
    Alexya Ultor
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Wow, lots of great feedback here folks.

    I don't have time to comment on them all, so I'll just say I'm thrilled with the response so far. I also believe WAR is in a pretty good place overall, with a few outliers that need tweaking. So keep it comin' folks!
    (0)

  7. #27
    Player
    hola's Avatar
    Join Date
    Jul 2013
    Posts
    146
    Character
    Hola Roxanne
    World
    Aegis
    Main Class
    Marauder Lv 50
    provoke is not a MRD skill, so STOP please.
    (1)

  8. #28
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by hola View Post
    provoke is not a MRD skill, so STOP please.
    It's one of the options for an additional ability, so it's effectively a WAR/MAR ability. That's one of the wonky things about the was FFXIV was designed: just because it's not part of your class doesn't mean it's not one of your abilities and some classes get a lot more out of their additionals than other classes do (WAR is a good example, compared to PAL).

    As to whether Provoke needs fixing, I like the current threat game. It's actually a challenge unlike so many other games out there. Improving Provoke would make the threat game simpler and, if improved too much, turn it into a complete joke. As it stands, the only times you'd need anything like it is for tank swap mechanics (which could *still* be done by forcing tanks to pay attention to each others' threat and preventing one from outpacing the other) and for fight recovery after dying in combat and getting a rez. Unless they add said tank swap mechanics (wherein WAR could still feasibly be considered to have Provoke as it stands now), it's really just a minor benefit. Personally, I only have it as a placeholder until such time that I get Awareness and Mantra.
    (0)

  9. #29
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kitru View Post
    Improving Provoke would make the threat game simpler and, if improved too much, turn it into a complete joke. As it stands, the only times you'd need anything like it is for tank swap mechanics (which could *still* be done by forcing tanks to pay attention to each others' threat and preventing one from outpacing the other) and for fight recovery after dying in combat and getting a rez.
    Barring mechanics that require taunts, they're there for emergencies. Taunts are also part of the standard tank kit because a tank having a way to regain threat without the offending DPS dying is a good thing.

    As for the second sentence there, it'd work only if you made every boss with a tank swap similar to Gorthak the Impaler (swap tanks after they've been impaled 5 times). Which means you can't have bosses where the targets have to be swapped and kept apart, or where the bosses are stationary and literally juggle the tanks.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  10. #30
    Player
    Audard's Avatar
    Join Date
    Sep 2013
    Posts
    2
    Character
    Audard Returns
    World
    Tonberry
    Main Class
    Marauder Lv 50
    Reduce DMG Penalty on Defiance from 20% > %10
    Remove Holmung and attach it to Steel Cyclone
    Brutal Swing NEEDS TO BE SAME AS PLD... please
    Reduce Foresight and Bloodbath to 30 secs and increase Foresight to 35%
    Change Unchained to the following "Gain the Ability Unchained which ignores Dmg Penalty of Defience for 1 min. Can not rebuild Unchained until the effect wears off"
    Something like that or simply remove it cause its pretty pointless
    (0)

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