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  1. #5
    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 magnanimousCynic View Post
    Why should TANKS lose their TANK stance if you don't want them to DPS? I get that you want tanks to spend more time tanking, but removing BOTH stances for that to happen? You have some incredibly flawed logic there. I'm not even going to touch on the fact that WAR and DRK have skills that can only be used with that stance on or are changed by that stance.
    This entirely depends on how abilities are tuned.

    Hypothetically, if you removed tank and DPS stances you'd have to make the enmity combos for all tanks the centerpiece of holding aggro. Which means a PLD would have to focus on using Halone, and only when they have a threat lead would they be able to sneak in Goring Blade or Royal Authority. The design would lead to increasing the enmity bonuses on Savage Blade and Rage of Halone, with Riot Blade, Goring Blade and Royal Authority getting a damage buff to compensate for the loss of Sword Oath.

    That is, of course, unless we're also aiming to reduce tank damage with this change rather than reducing the opportunities to use Goring Blade/Royal Authority during a boss fight.
    Moving back to the OP's post, if there's any skills I want to see removed/changed for 4.0, It'd be Bloodbath and Foresight being merged into one skill. Fracture should also be buffed to be worth keeping up outside of specific scenarios.
    This sort of depends on what we want to do with WAR. I still argue WAR should lose the drains (really, DRK should have those for the sake of theme) and focus on using skills to sort of ignore part of the damage aimed at them.

    Fracture could be changed into a skill that reduces damage the mob deals to the WAR for its duration in addition to the DoT effect.
    (2)
    Last edited by Duelle; 10-23-2016 at 07:03 PM.
    * 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)