Still doesn't change the fact warrior has the strongest melee attack in the game. I didn't say highest potency. You saying berserk doesn't count is just a poor attempt to deny that truth.

Idk who's gonna use Fell Cleave without Maim/etc up.
Looking at it:
Sneak Attack = 500pot*1.2(venom) and it's up once every minute.
Fell Cleave = 500pot*1.2(maim)*1.05(deliverance)*1.5(berserk) and you get quite a few to say the least.
Sneak Attack isn't really optimal anyways in most situations, so not really hard to see what he's getting at.
Yeah, sorry. I still just don't see what you're getting at, and I think the way you break down the types of possible tanks in your mind is a limited way of thinking about things coming from someone who sees diversity in DPS simply by making samurai into another melee DPS.To the Bold There's three types of tanks in the world. The third being a bit questionable due to luck and game balance. Block types (shield bearers and magic types)- that utilize a shields, magics, parry, and evasion to mitigate. PARRY (two handed weapon users, dual wielders, and magic users) types, which can't block and can only utilize parry, magics, or evasion and tend to have higher HP, so sponges can be lumped in with parry types. Evasion based, self explanatory. Can parry, maybe magics, but main focus is evasion. Hard to pull off because if you evade, you take no damage.. and a tank that takes no damage is a god and screws others tanks over. My overall point to all this explaining... see above reply to Shippuu.
There's actually quite a bit they can do to easily differentiate a samurai tank from the current tanks while also not having to rethink their entire job system. It makes too much sense from every perspective except to the people who just want to wield a sword as a DPS. It's puzzling, because I think anyone who seriously tanks can see how a samurai could bring something new to tanking. So many people I've talked to have come up with so many different ideas.
Also, for the record, parry in XI actually has you take 0 damage. Don't think that parry is what XIV has defined it to be. We don't actually have parry in this game. What you're really defining is: tanks that get hit and take no damage (game breaking), tanks that get hit and mitigate the damage (realistic), and tanks that don't get hit (game breaking.) Parry is just one means to an end, among others. All tanks are going to be based around CDs which are balanced by the strength of their mitigation and timers.
Last edited by DWolfwood; 05-06-2016 at 02:14 PM.
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