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  1. #11
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Jpec07 View Post
    If you bring them as OT, you do so because of their spot-healing ability with Clemency
    After adjustments im using Clemency alot more when in OT duty(frequent tank swaps makes sure you will switch between MT and OT alot)and it allows SCH to pump more deeps for example as i can easily heal MT in safe range or even top him off if it crits for 10k+ Nowdays im finding myself constanty OOM due Clemecies and stance dance, also it would be nice if cleme didnt brake comboes but i can live without it.
    (0)

  2. #12
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    I can honestly tell you that Clemency is at best mediocre. I am 100% certain that all high DPS PLDs (see fflogs) don't ever use that skill unless if there are downtimes or when 1 healer is down and you are forced to use it to recover. Or maybe if your healers are so bad. Other than that? PLD just dps away.

    The reasons why PLD is "better" vs DRK in this current patch is because of safety (instead of more damage, in which DRK excels in) from stacking RoH and Monk's DK in 1 boss, Divine Veils and Hallowed Ground cheesing. Clemency has nothing to do with how much better PLD is atm, almost nonexistent if I might add.

    If the argument is about Clemency enabling healers to do DPS more, it's bullshit. Why? Strong WHM = more DPS.
    (1)

  3. #13
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Jpec07 View Post
    In terms of raw numbers? Dark Knight wins by a landslide. Their DPS rotation has a higher average potency-per-GCD than PLD does, and their "DPS stance" (not really a stance, so much as a lack of tanking stance) gives them a pretty significant boost to their overall output. They're not going to top WAR in Deliverance, but neither can some DPS classes.

    In the MT slot, DRK actually has the potential to beat out WAR for DPS, if it's played right, while also providing near-PLD levels of damage mitigation.

    If you bring PLD as MT, you do so because they have the greatest capacity to mitigate spike damage and tankbusters, and not for their DPS output. If you bring them as OT, you do so because of their spot-healing ability with Clemency, Cover (which can help cheese certain mechanics and swaps), and Divine Veil (a group-wide 2500 HP shield can be extremely helpful), and not for their DPS output.
    No DPS class should ever lose to a WAR.

    And the MT / OT definitions are irrelevant in A6S and A7S. I don't know about A8S since I'm not there yet. You bring a PLD because you want to bring a PLD. The strengths are exactly the same as they were pre 3.2. It's just that now, the content is a bit more favorable to PLDs and their DPS isn't as bad.

    You bring them if the damage has a physical skew and/or Sheltron works well. You bring them if HG works well vs. the content. You bring them for DV.

    Clemency did not become a relevant skill with the cast time reduction. Cover has some cute uses but it's still not really impactful utility.
    (0)

  4. #14
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Sarcatica View Post
    I can honestly tell you that Clemency is at best mediocre. I am 100% certain that all high DPS PLDs (see fflogs) don't ever use that skill unless if there are downtimes or when 1 healer is down and you are forced to use it to recover. Or maybe if your healers are so bad. Other than that? PLD just dps away.
    Well right. Clemency takes two GCDs to cast and does zero damage, while also preventing you from autoattacking. It follows naturally that the players who have maximized their DPS aren't going to use it, because it can represent a substantial DPS loss.

    But damage output isn't everything.

    It's true that progression groups will probably want to pump out as much damage as they can get, to avoid hard enrages. But groups who are dying to mechanics, or to DPS/healers taking avoidable damage can really be helped out by a Paladin throwing an extra Cure 1.5 out. Once a fight is on farm? Clemency loses its value. But while a group is still learning the fight, the extra spot heal can be really handy.

    Quote Originally Posted by Sarcatica View Post
    The reasons why PLD is "better" vs DRK in this current patch is because of safety (instead of more damage, in which DRK excels in) from stacking RoH and Monk's DK in 1 boss, Divine Veils and Hallowed Ground cheesing. Clemency has nothing to do with how much better PLD is atm, almost nonexistent if I might add.
    I said nothing about which is better. For most groups, unless you're pushing progression really hard at extremely low gear levels, the difference isn't going to matter. All three tanks function in both roles.

    Quote Originally Posted by Sarcatica View Post
    If the argument is about Clemency enabling healers to do DPS more, it's bullshit. Why? Strong WHM = more DPS.
    On this we agree. Clemency isn't going to do anything to help healers DPS more unless the PLD and healer(s) are in lock-step.

    Quote Originally Posted by Brian_ View Post
    No DPS class should ever lose to a WAR.
    In general, after 3.2, this is accurate. However, if it's a PUG learning party, you could get a WAR who seriously outgears someone. I've seen it a couple times. Fell Cleavus is real.

    Quote Originally Posted by Brian_ View Post
    And the MT / OT definitions are irrelevant in A6S and A7S. I don't know about A8S since I'm not there yet. You bring a PLD because you want to bring a PLD. The strengths are exactly the same as they were pre 3.2. It's just that now, the content is a bit more favorable to PLDs and their DPS isn't as bad.

    You bring them if the damage has a physical skew and/or Sheltron works well. You bring them if HG works well vs. the content. You bring them for DV.

    Clemency did not become a relevant skill with the cast time reduction. Cover has some cute uses but it's still not really impactful utility.
    Highlighting the important bit, because that's ultimately what it boils down to. We can argue about the hypothetical situational uses of various abilities until we're blue in the face and our fingers are bloody nubs, but it boils down to using whatever job you're most comfortable with. This tier has done a pretty good job of ensuring that, so long as you don't duplicate jobs, and so long as people know what they're doing, you're going to be able to succeed with almost any comp out there.
    (1)
    __________________________
    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/

  5. #15
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Jpec07 View Post
    Well right. Clemency takes two GCDs to cast and does zero damage, while also preventing you from autoattacking. It follows naturally that the players who have maximized their DPS aren't going to use it, because it can represent a substantial DPS loss.

    But damage output isn't everything.

    It's true that progression groups will probably want to pump out as much damage as they can get, to avoid hard enrages. But groups who are dying to mechanics, or to DPS/healers taking avoidable damage can really be helped out by a Paladin throwing an extra Cure 1.5 out. Once a fight is on farm? Clemency loses its value. But while a group is still learning the fight, the extra spot heal can be really handy.
    No, not really. Healers have their own rotation. They have to quickly assess and budget their healing in response to a fight's damage intake. What they do is not really any different than what tanks do with their CD planning. You know what damage is coming. You know what tools you have to deal with it. The rest is about structuring an overall rotation to cover an entire fight while leaving enough of a margin of error.

    So random spot healing does not really help because it's generally not needed. And, if it is needed, it's a sign you have bigger problems.

    Quote Originally Posted by Jpec07 View Post
    In general, after 3.2, this is accurate. However, if it's a PUG learning party, you could get a WAR who seriously outgears someone. I've seen it a couple times. Fell Cleavus is real.
    I out DPS plenty of bad players. That has nothing to do with the classes themselves. That was the original statement. "They're not going to top WAR in Deliverance, but neither can some DPS classes."

    Quote Originally Posted by Jpec07 View Post
    Highlighting the important bit, because that's ultimately what it boils down to. We can argue about the hypothetical situational uses of various abilities until we're blue in the face and our fingers are bloody nubs, but it boils down to using whatever job you're most comfortable with. This tier has done a pretty good job of ensuring that, so long as you don't duplicate jobs, and so long as people know what they're doing, you're going to be able to succeed with almost any comp out there.
    I don't know how you can interpret something so wrong. This tier is not easy enough that most groups can bring sub-optimal comps and still expect to clear at a reasonable pace. That much is evidenced by how low the clear rates still are. And, as is, PLD vs. DRK is still a discussion you need to have because they both have their strengths and weaknesses in the content. The gap between the two and the general difficulty of the content isn't at the point where your raid needs 4 more weeks of gear to carry a PLD through content but it still exists.

    What I said was you bring a PLD if you need their strengths. Those strengths are better physical mitigation, Sheltron, HG and DV. Not clemency. Not cover. Nothing has really changed. It's just that now, both due to PLD DPS buffs and a shift in the focus of content, groups are not punished as hard for poor DPS.
    (0)
    Last edited by Brian_; 04-28-2016 at 12:12 PM.

  6. #16
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Brian_ View Post
    No, not really. Healers have their own rotation. They have to quickly assess and budget their healing in response to a fight's damage intake. What they do is not really any different than what tanks do with their CD planning. You know what damage is coming. You know what tools you have to deal with it. The rest is about structuring an overall rotation to cover an entire fight while leaving enough of a margin of error.

    So random spot healing does not really help because it's generally not needed. And, if it is needed, it's a sign you have bigger problems.
    Did you not read what I said about its usefulness when learning? When a group takes more damage than they should, or the healers haven't figured out the pace, before they've established all of that, Clemency can absolutely help keep people up for longer, and help the group recover from someone's mistake. Yes, after a few runs most people should know what they can and can't do, and should know when they need to do what, and how to avoid damage. But if groups are still dying to mechanics and avoidable damage, Clemency can help to "idiot proof" the raid a little bit. The same goes for Cover, but I digress.

    Quote Originally Posted by Brian_ View Post
    I out DPS plenty of bad players. That has nothing to do with the classes themselves. That was the original statement.
    So...a bad player is not only someone who doesn't minmax their class, but also someone who has 5-10 iLvls less gear than you? Sorry if that's not what you're saying; I'm just trying to make sure I understand correctly.

    Quote Originally Posted by Brian_ View Post
    I don't know how you can interpret something so wrong. This tier is not easy enough that most groups can bring sub-optimal comps and still expect to clear at a reasonable pace. That much is evidenced by how low the clear rates still are. And, as is, PLD vs. DRK is still a discussion you need to have because they both have their strengths and weaknesses in the content. The gap between the two and the general difficulty of the content isn't at the point where your raid needs 4 more weeks of gear to carry a PLD through content but it still exists.

    What I said was you bring a PLD if you need their strengths. Those strengths are better physical mitigation, Sheltron, HG and DV. Not clemency. Not cover.
    I'll disagree slightly, with an asterisk, as I haven't found a static yet. I still maintain that Clemency and Cover can be good while a group is still learning how to navigate a fight, but I will agree that they are more of a nice-to-have than a defining reason to pick PLD over DRK.

    However, I do believe that the role-specific gear this tier is likely helping matters in terms of group comp. It's easier to jump between jobs now, and with the exception of the weapon (and any minmaxing in materia or divergent BiS), gearing one tank job gears them all. If someone has all three at 60, they can more easily switch to the tank that's more suited to a given fight.
    (0)
    __________________________
    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/

  7. #17
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by Jpec07 View Post
    Did you not read what I said about its usefulness when learning?
    And do you not understand how healing works? As a healer, you have outs. They are benediction, swift cast, tetra, assize, lustrate, indom, essential dignity, lightspeed, nocturnal aspected benefic, etc. All instant (though some have a slight animation delay). No content in this game is so demanding that Clemency will make any real difference in progression or otherwise.

    There is a reason why everything but A8S has been solo healed or why there is so much room for healers to DPS. Healers are more than adequately equipped to deal with raid damage under normal circumstances. Under other circumstances -- like having vul stacks in A6S, having 2+ highwire stacks or suppuration stacks in A7S, etc. -- Clemency is not going to save anyone.

    Quote Originally Posted by Jpec07 View Post
    So...a bad player is not only someone who doesn't minmax their class, but also someone who has 5-10 iLvls less gear than you? Sorry if that's not what you're saying; I'm just trying to make sure I understand correctly.
    What does a person's ilevel have to do with the design and balance of their class? DPS classes do more DPS than tank classes. Period.

    Quote Originally Posted by Jpec07 View Post
    I'll disagree slightly, with an asterisk, as I haven't found a static yet. I still maintain that Clemency and Cover can be good while a group is still learning how to navigate a fight, but I will agree that they are more of a nice-to-have than a defining reason to pick PLD over DRK.
    So you're basically saying that you actually can't support anything you've said? Okay.
    (0)
    Last edited by Brian_; 04-28-2016 at 01:21 PM.

  8. #18
    Player
    Sarcatica's Avatar
    Join Date
    Mar 2015
    Posts
    663
    Character
    Sarcatica Lin
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    This is why active raiders can't get along with people who have never stepped into any of the hardest contents (casuals, baddies alike).

    Very often that active raiders are trying to explain things that usually is way closer to the truth, almost usually getting shut down by people who think they know what it is like inside the contents that encourage huge min-maxing.

    "Why Plunge shouldn't be used as soon as possible" is still ongoing in that other thread. How sad is that? People have been providing facts and evidences and it still doesn't budge these people who think using Plunge as opener is good? I don't know about that.

    As a matter of fact, Cover and Clemency is non-existent in almost all of the fights. Period. Clemency itself is very slow to recover when things go south. Put it to instacast and you have a case. Cover is niche at best. Not saying it's completely useless but you don't need that skill to clear whatever content for any reason whatsoever. Cover had its glory day. Remember when Cover into HG was a thing? Yeah, that's gone.
    (0)
    Last edited by Sarcatica; 04-28-2016 at 02:49 PM.

  9. #19
    Player
    HoodRat's Avatar
    Join Date
    Nov 2014
    Posts
    487
    Character
    Hood Rat
    World
    Brynhildr
    Main Class
    Dark Knight Lv 70
    The last time I remember cover being a thing was in T12 for revelations and T13 if a melee dps had earthshaker.
    (0)

  10. #20
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Brian_ View Post
    So random spot healing does not really help because it's generally not needed. And, if it is needed, it's a sign you have bigger problems.
    If its random then it will do nothing but if you coordinate it with healers you can say what TB's you are healing and what not, then they know when to stay in cleric even when TB is coming and when to turn it off and heal instead. Is this needed? ofc not but it makes PLD atleast slighlty more fun to play.
    (1)

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