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  1. #11
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by SpookyGhost View Post
    Anyway, that's just what I've noticed. I'd personally love all 3 tanks to be equally viable, but I don't think nerfing/changing mitigation is the solution. WAR has to work GCD to GCD to maximize damage and mitigation, and we don't even get the best damage reduction for either physical or magical. We don't need a buff, but we most certainly don't need a nerf.
    All tanks now have 3 combos in their rotation, WAR is not that much more complicated. And the additionnal GCD for Damage and/or Mitigation is not a big deal and helps them recover TP. You could say that PLD has also some GCD to manage if he wants to stun or use Shield Swipe.
    Quote Originally Posted by SpookyGhost View Post
    Something I think that would help, aside from the Eye debuff, is giving DRK a shield equivalent that only works on magic
    I think Dark Mind is already a powerful skill to reduce magical damage, and DRK can drain life back with DA+Soul Eater. So, they don't have constant mitigation but constant self-healing (And I'm pretty sure they're close in terms of eHP)
    Quote Originally Posted by SpookyGhost View Post
    So all tanks could do all content, PLD would excel in physical fight mitigation, DRK would excel in magical fight mitigation, and WAR would be in-between + provide more DPS than the other 2 tanks. Which is how I think SE intended for the jobs to be balanced, and they're nearly there, but the tiny differences in Savage become significantly bigger.
    The problem with the "in-between" is when it's far enough. In magical figths, PLD really lacks mitigation. In physical fights, DRK lacks mitigation. But, either in magical of physical, having Inner Beast so often gives WAR sufficient mitigation to be MT all the time. And when mitigation is "sufficient", anything more quickly becomes a waste.

    Yes, a DPS increase is a simple solution, but it bugs me to make all tanks more and more similar. I'd really like some adjustment that really change the strat between each tank.
    That's why I suggested something to make WAR manage fights very differently.

    When I look at WAR in 2.0 it had absolutely no mitigation, and no permanent healing boost. That was clearly not enough to survive content because of the damage scaling. But maybe it could have worked with only some of the changes from 2.1.
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    Last edited by Reynhart; 08-15-2015 at 09:53 AM.