I'd rather see them go with a samurai tank in the way SE did Samurai in Bravely Default, that is to say a tank that specializes in counter attacking. In bravely default, the samurai (in that game called the Swordmaster) has a variety of special moves that involve countering attacks, you have a counter when hit with physical damage, a counter when hit by magical damage, and a counter when taking damage from a specific target. The counter lowers the damage you take from that attack and then performs an auto counter attack, thus allowing the Samurai to potentially counter several enemies in a row. I believe they could work something like this with the samurai in this game if they make it a tank by doing something with damage reflection/countering. The only real problem with it is the class potentially having issues with dps as an OT, so it would also need an offensive stance, something like "remove all damage reflection to deal X% increased damage and shorten global cooldown."
One of my favorite mechanics tanking as a sith warrior in swtor and a void knight in rift, were the special moves that allowed damage reflection, they were very potent when used against certain targets and timed right. It's one of the tank mechanics I've yet to see in this game.
tbh based on how DRK turned out idk how SE can make more tanks. They seem to have run out of interesting ideas already and utilities are limited enough as it is so what would this new tank bring to the table that the other tanks don't. (same could be said for DRK actually.) Guess we could have a counter based tank but what would their utilities be?
Could see Samurai as a tank that focuses heavily on the block/dodge/parry mechanics, with counter attacks and life steal thrown in as well.
Defender/Sentinel, just two big shields, possibly with blades on the edges, doin shield stuff. focuses on disrupting the enemies attacks, reflecting damage back at them.
Magus as a magical tank? Charm as a magical enmity spell, can cast shell, barrier, etc. spells to heal themselves and remove status effects, etc
Here is what other MMO's have for tanks that we don't have with the current tanks, how good/bad/likely these will be are up for interpretation:tbh based on how DRK turned out idk how SE can make more tanks. They seem to have run out of interesting ideas already and utilities are limited enough as it is sowhat would this new tank bring to the table that the other tanks don't. (same could be said for DRK actually.) Guess we could have a counter based tank but what would their utilities be?
Damage reflection/Countering (self explanatory).
Evasion tanking (tanking by not getting hit).
Damage Absorption (think a tank that creates mini-stoneskins a lot).
Ranged Tanking (a tank that uses a ranged weapon and has a mix of melee/long range moves).
Stealth Tanking (a rogue/assassin type class with a tanking option. Usually has a defensive move that directly increases values from armor).
Mage Tanking (a mage class with a tanking build that uses defensive spells. Could work with the damage absorption above).
That about covers all I can think of off the top of my head.
Last edited by Khalithar; 08-02-2015 at 06:32 PM.
I hope the 4th tank class is one that becomes a brilliant OT capable of knocking WARs off their solidified spot in raids so that there is more variety than WARs + DRK/PLD.
I'm sorry to point this out, but your remarks annoyingly come out to me that you are jealous that the tank you picked does not have a "solidified spot" in raids based on baseless assumptions of things you read/heard somewhere in the game and/or forums. You come in with one line comments of "WARs too afraid to lose spot as OT" in every topic discussing how DRK or PLD need buffs. Before you start, I'm not even a level 60 WAR.
I'll point out that you don't seem to raid. Neither one of your characters even killed Bismarck Ex. Looking at your classes on both characters, you probably were a DRG main that decided to switch to DRK because it's a cool great sword using class. Grats, you can look like Cloud now.
Let me tell you this: None of the tanks like to play a tank and be stuck in the OT spot. Tanks like to be the center of attention, not pseudo DPS. The fact that WAR is stuck in the OT spot in those raids sucks much more than the fact that there are 2 tanks that bite at each other for the MT spot.
PLD and DRK statics DO exist, they are out there and they function just as well as any WAR + DRK/PLD setup out there.
Please, do yourself and us a favor and say something that adds meaningfully to the topic (in here a suggestion of what a 4th tank would be in case you missed it) or don't type anything at all.
GIVE ME A HAMMER
Never played Rift but I took a look at the Void Knight. It seems to have a separate resource that allows it to generate shields, with a chance to generate their resource from taking damage. Not a Wrath all-or-nothing resource, but something you technically would have to manage to stay alive.One of my favorite mechanics tanking as a sith warrior in swtor and a void knight in rift, were the special moves that allowed damage reflection, they were very potent when used against certain targets and timed right. It's one of the tank mechanics I've yet to see in this game.
Sounds interesting. Doesn't suit SAM, but may suit Mystic Knight.
* 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)
Yup it was a separate resource called a Pact. You'd generate a Pact (up to a maximum of 10) from taking magic damage and eventually you get a passive which generated them. You'd use that to power your shields but by having higher amounts of pacts you'd use it for your damage that you needed to generate threat, it was a pretty fun design. Where you learned to watch it and use it accordingly as it was beneficial to have it at maximum but also beneficial to use it as well. It also had a separate ability called Attack Points, you generate an attack point from certain attacks (max of 3) and then could use them when you had three to use a move that got stronger the more attack points you had.
The shield generation thing falls in to my above mention of absorption tanking, I was just mentioning the Void Knight and Sith Warrior ability to reflect damage. It's really fun when you see an enemy unleash some major spell, cast reflect, you negate the damage entirely, and then make them deal the damage to themselves.
Last edited by Khalithar; 08-02-2015 at 08:25 PM.
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