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  1. #3
    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 IndigoHawk View Post
    Every tank should have tank basic: taunts, provokes, mitigation, emergency mitigation/cover, threat builders, etc.

    If Hallowed Ground only reduces damage by a percentage, then why not get rid of Hallowed Ground?
    Because there is such a thing as degrees of damage reduction. 90% damage reduction on a 5 minute cooldown would be useful in different situations than 20% damage reduction for 20 seconds or 30% damage reduction on a 3 minute cooldown.
    If so, doesn't that force every future tank to have 3 levels of mitigation?
    Yes and no. The thing about damage reduction is that it can be implemented differently per job without being as cut and dry as an invincibility. Blood DKs in WoW, for example, have damage reduction via Blood Shield (absorbtion shield based on amount healed from Death Strike), Bone Shield (reduces damage taken by the next 6 attacks by 20%) and Icebound Fortitude (20% damage reduction for 12 seconds).

    Compare that to prot warriors, who have Shield Block & Shield Barrier (active mitigation with no cooldown), and Shield Wall (40% damage reduction). Or prot paladins that have a 20% damage taken cooldown but rely more on self heals (and prot pallies have an invincibility but it reduces damage dealt by them by 50% and removes them from the mob's aggro table for the duration). Or monks who reduce damage taken in part by Stagger, in part by dodges and parries, and in part by Guard (damage absorbtion) and Dampen Harm (50% damage reduction to incoming attacks that deal damage equal to or greater than 20% of your max HP).
    What's your concern with new tanks having tank abilities? Which future job concerns you?
    I can't picture a Samurai with an invincibility. Same for Beastmaster, and same for Mystic Knight. On a concept level it doesn't look right.

    If we run into an issue where you have a batch of content that only two tanks make possible (much like turn 4 of coil with PLDs pre-2.1), we're back to square one and now have given any of the three a bad stigma until the next patch.
    Quote Originally Posted by Paikis View Post
    Holmgang is a god send? Did I miss some change where they made it less... rubbish?

    Holmgang tries to do too many things, does none of them well and just ends up being a rubbish cooldown.
    Compared to what you had before, yes, it is a godsend.

    That said, I never pushed for WAR getting an invincibility via Holmgang. What I was pushing for was WAR getting active mitigation. I mean, more than what you got from Inner Beast.
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    Last edited by Duelle; 01-17-2014 at 09:42 AM.
    * 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)