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  1. #1
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Because they prayed really hard to Fell Cleavus, and he answered.

    Wouldn't think Warriors to be the religious type, but that's the truth of it.



    ...in actuality, at what SE deems "appropriate" gear levels for this content, it would not surprise me if PLD/DRK actually can be done. The problem is that combination will literally hold the rest of the group back performance wise, and requires a suboptimally-playing NIN (to maintain the Slashing debuff) to be viable. So the rest of the group has to work a lot harder to make up the difference.

    Honestly (and I realize I'm going to get hate for this), WAR needs to be nerfed. Replace the 10% damage down with a 5% damage down, take away their slashing debuff (possibly just remove it from the game, since only WAR/DRK/PLD/NIN/SMR rely on it), and nerf their DPS to more reasonable levels, and the problem will be largely fixed.
    (8)
    __________________________
    A dungeon party with two summoners always makes me egi.

    Beginner's Overview to Tanking in FFXIV: http://forum.square-enix.com/ffxiv/threads/352455
    Learn to Play (it's not what you think): http://www.l2pnoob.org/

  2. #2
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Jpec07 View Post
    Honestly (and I realize I'm going to get hate for this), WAR needs to be nerfed. Replace the 10% damage down with a 5% damage down, take away their slashing debuff (possibly just remove it from the game, since only WAR/DRK/PLD/NIN/SMR rely on it), and nerf their DPS to more reasonable levels, and the problem will be largely fixed.
    I'm kind of on the same page with this. They've buffed PLD and that's great, but it's not enough to make either DRK or PLD competitive with WAR. It's enough that DRK/WAR is no longer the de facto best combination. PLD/WAR is also good. I just feel PLD/DRK should have its perks as well so that WAR isn't basically 100% guaranteed a slot in raids. I mean, they could give the slashing debuff to every tank but then Ninjas having it is redundant. They could take it away from all tanks but then you're forced to take a Ninja. I'm not really sure what else could be done. Dunno, I guess I just feel that after a certain point, buffing the other two tanks is going to get ridiculous when things could be more easily solved by tweaking down WAR. On some levels it feels kind of like SE doesn't really understand what makes WAR so desirable overall.
    (0)

  3. #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 Jpec07 View Post
    ...in actuality, at what SE deems "appropriate" gear levels for this content, it would not surprise me if PLD/DRK actually can be done. The problem is that combination will literally hold the rest of the group back performance wise, and requires a suboptimally-playing NIN (to maintain the Slashing debuff) to be viable. So the rest of the group has to work a lot harder to make up the difference.

    Honestly (and I realize I'm going to get hate for this), WAR needs to be nerfed. Replace the 10% damage down with a 5% damage down, take away their slashing debuff (possibly just remove it from the game, since only WAR/DRK/PLD/NIN/SMR rely on it), and nerf their DPS to more reasonable levels, and the problem will be largely fixed.
    I don't think you're going outside the reach of what is considered logical.

    I mean, if anything this discussion seems to point to how much stock the devs have put in synergy and trying to force synergy through things like slashing debuff (not to mention that Storm Path's damage reduction is raid-wide because it affects the mob, not a WAR-only form of mitigation for them to keep up despite the intention seeming to be such).

    Assuming we want group comps where anyone can join without creating these optimization issues, wouldn't it be worth it to get rid of damage debuffs (slashing, blunt) or make them universal in some way?
    (0)
    * 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)

  4. #4
    Player
    Aaliyahrose's Avatar
    Join Date
    Jan 2013
    Location
    Limsa Lominsa
    Posts
    147
    Character
    Aaliyah Rose
    World
    Cactuar
    Main Class
    Dark Knight Lv 70
    An idea I'm thinking of...

    Cover can be good in a pinch if you are paying attention to party enmity generation, you can make it work in your favor. I'm going to practice this in Sword Oath.
    Party enmity is clearly listed below your job icon (fyi if you didn't know...I just found out yesterday after playing since 1.0 xD) and if the DPS's enmity bar comes insanely close to yours, then you will know who to Cover.

    I'm not saying you should do this! Haha. As this will probably cause your DPS to hate you for the boss staring at them and missing a positional, or wipe others besides the person you are covering from a cleave.

    Given the perfect situation, you Cover a WAR/DRK in your party while in SwO before a tank swap, or if your WAR/DRK is spamming the enmity combo during that time.
    (0)