I must be illiterate cause when I read it, it didn't sound like a MD at all. Will have to test with chocobuddy.
It transfers 80% of the enmity that you generate to the person that is targeted for the next 15 seconds, so if given value, your Spinning edge would generate 1 point of enmity, .2 of that actually goes to you instead of the full 1, and .8 goes to your target (tank)
Ah, thanks for that, not that useless then (still a bit meh, besides for the opener). Though some redditers claim it doesn't work on tanks (that would be kind of weird, so no idea here).
I definitely see some uses, don't get me wrong, but it's not primarily my job to mitigate the failures of others and that can also only really be done (smoothly) by someone above average in skill (especially vs the tanks). Again it's okay to have, but those being 2/5 of my new abilities is bitter.Yes exactly.
Shadewalker proved its worth to me specialy on DPS checks when I can't exactly wait for the Tank to stabilize aggro and I have a quicker reaction time. Like in a DF Bismark :/
Smoke Bomb came in handy in situations where adds spawn in multiple directions and can't be taken by the tank in one fellswoop. Casting it on the Healer provided heal aggro to be nerfed down saving some work on the Tank and a dead healer. (also pretty useful to cover those ranged-burst-lovers).
There are situations in which they come in handy, just are a bit hard to notice at times :/
Last edited by Korashy; 07-02-2015 at 06:40 AM.
Yea, well reddit is full of liars.
It certainly works on tanks.
It's not that for add pick ups that are spread. You can attack an add that doesn't spawn with the group and give it to the tank while they can focus on positioning.
Enmity isn't that hard on tanks, but it's still harder in this game than, say, WoW which has more taunt options and ranged aggro generators for the tanks.
Then there's the matter that positioning in this game is much more important because of melee needing to hit positionals.
I find that Shadewalker and even Smoke gives such enmity control, you bring a level of stability that's much better than passing the buck of responsibility to the tanks entirely.
Few fights don't have add spawns, and you just make it that much smoother.
At least Shadewalker should see a good amount of use, unless you're lazy.
I said before two Enmity abilities was too much, but I'm okay with it in practice.
Utility is more interesting anyway, and it has has more decent use that I thought at first.
Also, Armor Crush added more to the rotation than I thought it would, in combination to the new oGCDs, I don't feel wanting with how the damage part of the rotation goes.
Last edited by Allyrion; 07-02-2015 at 06:53 AM.
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