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Thread: 4.0 Ideas

  1. #71
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    ADVSS's Avatar
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    Quote Originally Posted by FinalWolf View Post
    A true beast master job. (Think of vincent valentine) That has different forms of monsters.
    lol lycanthrope job activate! I'm no expert on BST but from the description it seems like it was a take on the Tamer from FF5, basically the poke ball master, Im not too sure how it would get implemented in xiv but i can definately see use for a whip as a weapon for the job uh oh ogre battle beastmasters used whips too....hmmm
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  2. #72
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    Morningstar1337's Avatar
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    Quote Originally Posted by ADVSS View Post
    lol lycanthrope job activate! I'm no expert on BST but from the description it seems like it was a take on the Tamer from FF5, basically the poke ball master, Im not too sure how it would get implemented in xiv but i can definately see use for a whip as a weapon for the job uh oh ogre battle beastmasters used whips too....hmmm
    Considering SMN, I dount the devs will be too keen on "basiclay the poke ball master" jobs, The Lycanthropy idea is more likely. They cna even base the story off the Ishgardians and/or XI's Blue Mage (which had the adventurer mutated and became essentially a human-shaped chimera)
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  3. #73
    Player Februs's Avatar
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    Quote Originally Posted by Violette View Post
    Not to argue that war's constant 10% damage down isn't approaching broken levels of stupidly useful, but PLD's Divine Veil is an extremely useful and easy to activate defensive skill that for progression can be the difference between wipe now or wipe l8r.
    Useful, sure, but there is a limit to how useful it actually is, even in progression raids.

    The bottom line is that there is no fight in the entire game in which Divine Veil cannot be easily done without or replaced by adequate healing. If the healers can mitigate or heal the dmg without the use of DV, then that extra defense is unnecessary or not even used. Depending on the circumstances and how well or poorly the raid is preforming, DV can literally have no effect whatsoever on anything, regardless of when it's used. It does not negate the need for healing following raid wide damage, so healers still have to cast. Heals work off of fixed potencies, so the amount healed is the same regardless of how much dmg the shield mitigated (so long as that value is below 100%). That means that healers get no additional Dps time and no mana conservation through the use of DV, assuming they weren't already falling behind. The only time it's useful is if your party is already struggling, or if the shield is enough to save a party member from certain death.

    Compare that to the Slashing Resistance Debuff granted by Storm's Eye. There is literally never a time in which this is not being used. Even if all of your dps are casters and your second tank DC's, the War who applied the buff is still using it. Applying it is an instant increase to Dps, and there is literally no limit to how much Dps a party can use. No one ever says, "good job on that dps check guys, but I think we need to slow it down a bit."

    In the end we're comparing utility ceilings in which one move simply has no ceiling. There is a limit to how much defense is actually used by a party, but there is no limit to how much Dps is used by a party.
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  4. #74
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    ADVSS's Avatar
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    Quote Originally Posted by Morningstar1337 View Post
    Considering SMN, I dount the devs will be too keen on "basiclay the poke ball master" jobs, The Lycanthropy idea is more likely. They cna even base the story off the Ishgardians and/or XI's Blue Mage (which had the adventurer mutated and became essentially a human-shaped chimera)
    So true... I dont even know what theyre trying to do with smn unless they plan in 4,0 for you to eat your pet and do a super attack thats got the smn summon sort of appeal. I always thought disipitation would fit summoners better than it did sch but thats me
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  5. #75
    Player Violette's Avatar
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    Eonkhui Malaguld
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    Quote Originally Posted by Februs View Post
    In the end we're comparing utility ceilings in which one move simply has no ceiling. There is a limit to how much defense is actually used by a party, but there is no limit to how much Dps is used by a party.
    Actually there have been several end game fights where Damage has to be held to deal with mechanics, which resulted in conserve/burn phases, but that was back in 2.XX so it's not too much discuss.

    And of course the slashing debuff is always applicable, but is DPS utility/support/defense? As I said, the 10% DAMAGE DOWN from Warrior is universally useful, but there were cases where this was not applicable. Same as the Paladin's 10% str down or the DRK/MNK's int down, they are great damage mitigation tools in fights with soft enrages (A8S, T9, T13?(kind of but not really but kind of)) and when there are SOFT enrages, there is never enough defense because a dead dps does no dps.

    There were fights were without every cooldown possible (including LB3 defensively), you would wipe due to the large amount of damage incoming. Divine Veil is useful in the same way Aldoquim and Succor are useful, they prevent damage meaning it doe not have to be healed if the shielding is adequate. So while you say

    Quote Originally Posted by Februs View Post
    Heals work off of fixed potencies, so the amount healed is the same regardless of how much dmg the shield mitigated (so long as that value is below 100%). That means that healers get no additional Dps time and no mana conservation through the use of DV, assuming they weren't already falling behind.
    You're ignoring the fact that stoneskin/shields are useful precisely because they prevent healing having to be done.

    You pop DV during sizzlesparks so that the MedicaII ticks will heal people up or so the second healer can dps for a little longer, not because a healer is falling behind. So that the people have that extra barrier of HP during the AoE's from Blaster or so that the debuffs can be passed safer.
    You use DV so that burst damage is mitigated across the party, reducing healing load in non-constant damage phases.


    It's a tool that allows you to actively pre-mitigate damage so your healers can stay ahead of both healing and dps.
    If you have everything on farm then yes, take a dps composition because your group is 10000% perfect. But that's not what defense is all about. It's surviving long enough to get to that point.


    It doesn't negate the healing, but if that's your train of thought can you explain why parties don't go Diurnal Ast/Whm in raid for MAXIMUM HEALS?
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    Last edited by Violette; 05-04-2016 at 01:27 PM.

  6. #76
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    I was under the impression they stuck with whm/sch honestly....
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  7. #77
    Player Violette's Avatar
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    Quote Originally Posted by ADVSS View Post
    I was under the impression they stuck with whm/sch honestly....
    Sch+1, but as Februs was saying "barrier's don't stop the amount of healing that will be done", it was the logical question about why raid groups are formed like they currently are.
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  8. #78
    Player Yuni_Queen's Avatar
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    Quote Originally Posted by Februs View Post
    SE has already said that Samurai won't be a tank.
    Can you please gimme link?

    Anyway, if it wasn't said officially, it wasn't said at all. :P
    Not the first time though.
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  9. #79
    Player Februs's Avatar
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    Quote Originally Posted by Violette View Post
    Actually there have been several end game fights where Damage has to be held to deal with mechanics, which resulted in conserve/burn phases, but that was back in 2.XX so it's not too much discuss.
    If we're including old content, then yes. There are a tiny percentage of fights in which additional defense was an asset... kind of. The thing is, shields don't really help with soft enrages either. The increased Dmg output of a soft enrage will, quite literally, melt a 10% shield within seconds (even if that shield is based on the Pld's hp pool). You're not buying your team a massive amount of time here. Unless they were at the precipice of clearing the fight before they hit the soft enrage, then the shield doesn't beat additional Dps.

    Further, that additional Dps can avoid the situation entirely. Again, we're comparing something that might or could be useful to something that universally is useful. Boosting Dps output to skip phases and enrage timers actively prevents that damage from happening in the first place. The proof of concept is actually in the old fights you are mentioning. Keep in mind that Pld didn't have DV back then, yet those fights were cleared just fine without it relying purely on the healers. Out of all those fights, only 2 of them (Ultima Weapon Extreme and T13) used the tank LB 3 as a valid tactic, but even those fights are not good comparisons because it didn't function the same way as DV. The Tank LB 3 is not a shield. It's a 50% mitigation. Once raid parties were adequately geared, even that was deemed unnecessary over additional Dps.

    Storm's Path only makes the discrepancy between Pld and War support worse. Unless I'm mistaken, the amount of eHp provided by DV does exceed the 10% reduction in dmg given by storm's path (assuming the Pld in question has adequate hp); however, that shield only mitigates a single hit. Whereas, Storms Path can, potentially, mitigate the entire fight. Obviously we're delving into some serious "what if" territory here, but the fact is that Storm's Path has far greater potential in the off tank position than DV does because it can be kept up 100% of the time; whereas, DV can, at most, be used roughly 3 times in an 8-10 minute fight.

    Quote Originally Posted by Violette View Post
    Divine Veil is useful in the same way Aldoquim and Succor are useful, they prevent damage meaning it does not have to be healed if the shielding is adequate ...You're ignoring the fact that stoneskin/shields are useful precisely because they prevent healing having to be done.
    Here you are actually pointing out exactly why DV isn't as useful as War's party support. Firstly, you mention the utility of DV while, in the same breath, you also mention two healer abilities that can replace DV at a moments notice without cooldown restrictions. So the question becomes, why bring a Pld's DV when you could just bring a Healer who can do it better? Better yet, why not bring a healer and a War, who has universally useful party support? Your answer to this would seem to be:

    Quote Originally Posted by Violette View Post
    You use DV so that burst damage is mitigated across the party, reducing healing load in non-constant damage phases.
    Only that doesn't quite follow either. Healers can plan in advance for those phases without requiring an extra shield from the Pld. With or without that shield, a Whm is still going to cast Medica II before a raid wide AoE, for example. A Scholar is still going to Adlo/succor in the same circumstances. Regardless of whether or not the Pld uses DV, the healers are acting in the exact same way they would normally. Having DV active doesn't change a thing, unless, of course, they fell a bit behind. Instances of "non-constant" damage make no difference either, exactly because the Dmg is not constant. An additional complication can also happen if DV works against the healer's HoT. If the HoT is working on past damage while DV is active, then all is well. However, if DV is soaking the damage while the target's Hp is full, then the healer's HoT is not being used and is wasted. If DV falls off or is broken, then the HoT is doing all of the work at a reduced potency (caused by DV's shield). On the other hand, Storm's Path actively works with the HoT for it's full duration, regardless of the circumstances.

    Quote Originally Posted by Violette View Post
    It doesn't negate the healing, but if that's your train of thought can you explain why parties don't go Diurnal Ast/Whm in raid for MAXIMUM HEALS?
    To answer that, I give you the same response I did in my previous post:

    Quote Originally Posted by Februs View Post
    There is a limit to how much defense is actually used by a party, but there is no limit to how much Dps is used by a party.
    Having additional defense (even in the form of active healing) is not always required or even useful. There is a limit to how much healing is just overkill; whereas there is no overkill to Dps. You can never have too much Dps, but you can have too much healing/defense. For that reason, Pld's party support is naturally limited. War's, on the other hand, is not, because they can play both ends of the field.
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    Last edited by Februs; 05-04-2016 at 06:30 PM.

  10. #80
    Player Februs's Avatar
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    Quote Originally Posted by Yuni_Queen View Post
    Can you please gimme link?

    Anyway, if it wasn't said officially, it wasn't said at all. :P
    Not the first time though.
    That's true. I still hope they'll go back on it, and it's not like Yoshi-P comes up with every idea that is used in the game. I'm sure the Dev team will ultimately do what they think is best. Here's that link for you, though.

    http://game.watch.impress.co.jp/docs...12_673698.html

    If I remember correctly, he says something about how the current image of samurai that they are working with is leaning towards its strong Dps, but this is a pretty old interview (like early HW). That image could have changed...maybe?
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