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  1. #7
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Again, its not an issue of holding aggro in a single fight, its about the entire dungeon run.

    Simply put, on a Warrior you can safely use 5-6 Overpowers in a single fight, then go into your standard ST rotation cycling through targets, and likely finish off with a Steel Cyclone to ensure nothing peels off of you at the end... And be back to full TP before the next pull.

    On a Paladin, although yes, Flash does generate 6.67% more hate per use, you only get 7 of them for your entire MP bar, which takes nearly twice as long to regenerate as a War's TP.

    Let me reemphasize that this is a QoL change more than anything. If I NEED to hold aggro on everything for 1 hypothetical "almighty" pull, then I will burn my entire MP bar as PLD, or practically all of my TP, +3 Flashes as War, because it is 1 pull and I know that I will have sufficient time to restore all of my TP and MP before the next "almighty" pull.

    The problem is, as soon as you outgear content and throw in some strong aoe classes, especially if you end up in a group with 2 blms (happens more often that you'd expect), then they will want, if not simply expect you to pull multiple groups at once and hold aggro on everything while they mash Flare... Now I too play a BLM from time to time, so I know that a skilled BLM can mow down arbitrarily large groups and be ready to go again in a whopping 9 seconds.
    The problem is that as a PLD tank, it takes me up to 51 seconds to be ready to spam Flash such that THEY can spam Flare... For a War, it takes no longer than 30 sec. <- THIS is what I would like to address.

    My request is that TANK mana regen is raised to a higher percentage, ideally 10% per tick out of combat, such that a PLD and War will regenerate all of their MP and TP in no more than 30 sec.
    And preferably, for the PLD mana pool to be increased (or the cost of Flash decreased) such that we regenerate the mana equivalent of 1 Flash per out of combat tick, allowing us to PULL dungeons as fast as Warriors... And again I am ignoring both Maim (20% more damage/aggro for 11 gcds for the price of 2 gcds, and Steel Cyclone, which is a massive 1200 hate potency for 1 gcd, with no TP or MP cost.

    And yes, I am fully aware of spamming Fast-Riot on whatever has the least health once I am done using Flash, or rotating through mobs if everything is going down at a roughly equal pace.

    Still, try going into one of the newer dungeons as a PLD with 1 BLM who is aoeing everything, AND 1 low-moderate aoe dps. If you conserve Flashes, the BLM will outaggro you on random mobs because the fight dragged on and his damage exceeded your Flash aggro. Then try chain pulling everything without stopping to wait for mana, cause that BLM isnt waiting more than 9 seconds... Simply put, you will run out of mana and lose aggro by the 3rd consecutive pull, or your BLM will realize that they are nipping at your heels and will slow down.

    Now do the same thing with a Warrior and tell me the difference. - Both hold hate just as well for the first pull, but PLD runs low on resources on the 2nd pull, and can barely Flash 2 times on the 3rd consecutive pull. Warrior does not have this problem.
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    Last edited by Kenji1134; 01-30-2015 at 02:00 PM.