So you brute force and blame others when things don't go well?
Like everything in life, suck it up. even i90 plds will die with stacks. The easy stoneskin, or people find someone else, is usually the better course of action.
Stoneskin is nice to buy some time between defensive cooldowns. When you gauge that you may need two healer's focus and know the big attack(s) are coming and one of your healers is down, healing another party member or out of MP, the Stoneskin with Shield Oath helps a little (10% max HP with 20% damage reduction of Shield Oath, may last an i90 tank 700+ HP).
Haven't used it too much as an off tank except in times where my positioning is key toward the end of the round, e.g. Turn 1 slimes and Turn 4 next wave. Where I may get a cast or two on someone to offset the healing (or really, have the healers give me more attention later since team mates have an extra 400-500 HP damage buffer)
I dont think I have or my co-pilot have ever died due to me or him not having SS. First of all WHM SS mitigates far more damage, and a competent WHM will SS before all big hits i.e. DS so pld SS is kinda pointless. But its kinda pointless to argue with you before you reach end game.
So you do blame other people for when things don't go well. aka "competent whm".I dont think I have or my co-pilot have ever died due to me or him not having SS. First of all WHM SS mitigates far more damage, and a competent WHM will SS before all big hits i.e. DS so pld SS is kinda pointless. But its kinda pointless to argue with you before you reach end game.
No matter what stoneskin makes the worse, not happen, and tactics that was used for twin, now do it for everything, because it applies just as well. It applies everywhere and is "fine play".
It's like the warrior and provoke issue. Suck it up. Stop relying on others for covering a hole in what you bring to the table.
There are so many reasons for a tank that can stoneskin in a pinch these days, it's not funny.
Last edited by kukurumei; 01-16-2014 at 02:28 AM.
A PLD could complete all content with 0 cross class skills. But stoneskin is nice to have. I always cast 1 or 2 of em during tank switches when I go OT. Gives the other tank time to solidify aggro while helping with damage a little.
I only recently got mercy stroke and I've used it a lot more than the protect/raise is replaced.
My favorite use of Stoneskin was negating Demon Wall's Repel. It will do the same for many other push-back/effect-adding abilities, since they actually have to cause damage in order to apply the effect.
My most valueable CCS to me is Stoneskin and Foresight. I use them often in my rotations.
My next skill i actually use surprisingly often is protect, in many cases of party members or myself being dead and then raised, we lose protect. By casting the lesser protect on the party helps keep the healers focused on healing and not rebuffing raised members. Its especially useful when in content with 2 scholar healers as they both have the basic Protect..and not the enhanced protect. Or if the WHM is out of MP after raising several party members + healing.
Iv been in many situations where while im MTing, i can reapply buffs (protect and stoneskin) to raised members allowing the healer to focus and conserve MP.
the last 2 slots are kinda up in the air..
I have had fracture but i don't use it as often as i should because i don't put it in my rotation often.
I never use mercy stroke,
I do try to use Cure, but not on myself rather other party members, but its value is still way to small to even make a difference.
I actually use Raise often during normal world gameplay and coming across dead players on the field. But its kinda worthless for content. However it would be an absolute must if we had access to Combat Raise. (id rather have Combat Raise then a stronger cure)
Bloodbath seems good on paper, but i swear I feel like it does nothing to my HP when its active, so I don't use it often.
Skills i know are worthless to me;
Skull Sunder
Last edited by WingsofWar; 01-16-2014 at 04:45 AM.
Me too previously, but alas that use changed with 2.1. SE 'fixed' situations where effects weren't being applied if damage didn't happen.
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