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Thread: Our Limit Break

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  1. #1
    Player
    Kitru's Avatar
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    Sep 2013
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    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Illya View Post
    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.
    (1)

  2. #2
    Player
    7-car-pileup's Avatar
    Join Date
    Feb 2012
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    42
    Character
    Coraline Valentine
    World
    Tonberry
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Kitru View Post
    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.
    (0)

  3. #3
    Player
    Kitru's Avatar
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    Sep 2013
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    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by 7-car-pileup View Post
    Problem is, that is a single players benifit, while all other limit breaks essentially benifit the party.
    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.
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  4. #4
    Player
    7-car-pileup's Avatar
    Join Date
    Feb 2012
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    42
    Character
    Coraline Valentine
    World
    Tonberry
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Kitru View Post

    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.
    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.
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  5. #5
    Player
    Surfie's Avatar
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    Aug 2013
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    23
    Character
    Heathcliff Hbk
    World
    Behemoth
    Main Class
    Marauder Lv 50
    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.
    (0)