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  1. #1
    Player
    Launched's Avatar
    Join Date
    Aug 2013
    Posts
    627
    Character
    Rys Sol
    World
    Omega
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Praesul View Post
    stuff
    Vengeance vs Sentinel was fine in ARR. 40% 180s vs 30% 120s. Shadow Wall is bad (like a lot of DRK's skillset) because it's just a copy of something PLD has but slightly different (no trait).
    The 3 invincibility cooldowns are pretty balanced. Holmgang is up the most often, but it has the shortest duration, requires a target, roots you, and either requires you to pop 2+ cooldowns and tank stance to get a decent amount of HP back, or a healer just like Living Dead.

    Butcher's Block+Storm's Path damage? WAR loses DPS to apply its mitigation, PLD+DRK lose damage to generate more enmity. Path's healing is completely irrelevant outside of soloing level 50 content, it barely equals a Regen tick in Deliverance with a crit or Berserk. I don't really see a problem there.

    Path mitigation? PLD has Halone and Divine Veil, which is actually really strong. It's currently a 2.8k shield on the group. DRK has Delirium and Reprisal, which copies Path's debuff and doesn't cost DPS to use.

    Equilibrium? Why do PLD and DRK have skills that are completely useless for half (or more) of a fight? It's not WAR's fault that PLD has skill slots wasted on trash like Cover or Tempered Will, or that both of them have procs that requires them to get hit, or that DRK has so many slots wasted on skills that are purely for DPS. Why do they have Dark Arts if it's going to affect almost no skills?

    Defiance/Deliverance and their skills? PLD gets access to all their skills in either stance, DRK loses Blood Weapon (which is stupid) and Souleater's heal. WAR loses its main mitigation skill and a big part of its DPS rotation depending on stance.

    In the end, the problem is that SE made DRK too similar to PLD so you never want to have them in the same group. There's so many ways they could be made unique so that any tank composition could work, but all people can focus on is that WAR actually does stuff different to the other two.
    (2)

  2. #2
    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 Launched View Post
    The 3 invincibility cooldowns are pretty balanced. Holmgang is up the most often, but it has the shortest duration, requires a target, roots you, and either requires you to pop 2+ cooldowns and tank stance to get a decent amount of HP back, or a healer just like Living Dead.
    The drawbacks on Holmgang and Living Dead are actually pretty bad given that they're quintessential "Oh Shit" cooldowns. This is why I've suggested WAR get the invincibility removed from Holmgang and get an ability that doubles their max HP (which actually would be in line with WAR's theme and make more sense, because someone fighting in a holmgang is not going to be invincible and unable to die), and DRK get a damage shield that absorbs damage taken equal to their max HP and then take the accumulated damage over something like 12 or 15 seconds (which would give a lot more leeway both to the DRK and their healer).
    Path mitigation? PLD has Halone and Divine Veil, which is actually really strong. It's currently a 2.8k shield on the group. DRK has Delirium and Reprisal, which copies Path's debuff and doesn't cost DPS to use.
    Storm's Path can be applied within 3 GCDs, kept up indefinitely and is not limited by damage type. Divine Veil has a 2 minute cooldown. Reprisal has a 30 second cooldown and requires a parry proc (that you can't fully manipulate the way you can shield blocks).
    Equilibrium? Why do PLD and DRK have skills that are completely useless for half (or more) of a fight? It's not WAR's fault that PLD has skill slots wasted on trash like Cover or Tempered Will, or that both of them have procs that requires them to get hit, or that DRK has so many slots wasted on skills that are purely for DPS. Why do they have Dark Arts if it's going to affect almost no skills?
    Equilibrium's design points to it being used as a self heal while tanking, and TP recovery while not tanking (because as we've learned, off-tank TP upkeep is a concern). But since the players bastardized the design by making WAR tank in Deliverance (and forcing it on PLD and DRK despite neither being designed to do so), the mechanics surrounding WAR are all over the place.
    In the end, the problem is that SE made DRK too similar to PLD so you never want to have them in the same group.
    The problem is that the differences between the tanks are in the wrong places. PLD, DRK and WAR should have the same effective HP, similar DPS potential, and similar utility so that any combination of tanks would be capable of doing progression. The differences should be in how they mitigate damage and how it ties to their gameplay.

    WAR not only offers group mitigation that can be kept up indefinitely and can be applied on all damage, but also deals higher damage. Both of these things are part of why WAR has a guaranteed raid spot.
    There's so many ways they could be made unique so that any tank composition could work, but all people can focus on is that WAR actually does stuff different to the other two.
    WAR is not exempt from changes. The adjustments should and will likely affect the whole tank roster.
    (1)
    * 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)

  3. #3
    Player
    Exoxo's Avatar
    Join Date
    Sep 2015
    Posts
    25
    Character
    Low Love
    World
    Coeurl
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Duelle View Post
    The problem is that the differences between the tanks are in the wrong places. PLD, DRK and WAR should have the same effective HP, similar DPS potential, and similar utility so that any combination of tanks would be capable of doing progression. The differences should be in how they mitigate damage and how it ties to their gameplay.
    Let's not do that, we're struggling enough with individuality, I'd rather not have 3 clones with slight variation.
    (0)