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  1. #1
    Player
    FreeKingStefan's Avatar
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    Sep 2016
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    175
    Character
    King Stefan
    World
    Jenova
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Februs View Post
    Would you consider those things balanced from a tank perspective? A case might be made for Heavy medal because the tank carries the most and can buff themselves, but I'm not sure about offensive buffs or adrenaline. Tank def CD's are pretty long considering the offensive up-time of those buffs and they're likely to only charge 1 defensive LB per match, assuming the box is reserved for the melee. Considering the tank's job would normally include healer support, I'm not sure the offensive/defensive balance in Feast is in a good place right now, but I don't heal so I don't know how healers feel about it or how they view tank support.
    Yeah I mean they don't really effect tanks much (Directly). Heavy medal isn't that big of a deal for tanks. Just don't go above 4 stacks and you're good. You typically are not directly effected by adrenaline boxes, offensive boxes, or culling time.
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  2. #2
    Player Februs's Avatar
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    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by FreeKingStefan View Post
    Yeah I mean they don't really effect tanks much (Directly). Heavy medal isn't that big of a deal for tanks. Just don't go above 4 stacks and you're good. You typically are not directly effected by adrenaline boxes, offensive boxes, or culling time.
    Not directly effected, no, but that's not quite what I meant.

    To give you an example, you might get anywhere from 1-4 adrenaline boxes on top of whatever the enemy manages to charge up on their own, and the healer must heal through it. In theory, the Tank should at least try to mitigate some of that dmg, but they can only charge 1-2 LB's a match (1, on average). LB for LB, the tank is outpaced. They have defensive CD's to compensate; however the Dps also get offensive buffs.

    Technically, tanks are not directly effected by offensive boxes either; however, their defensive CD's are quite long. The offensive buffs gained at start and the 4min mark allows for a potential dps buff for almost half the match. That outpaces Tank CD timers and effect duration. So, it would seem that Tanks lag behind in what they can actually achieve in the support role, given that Dps get several clear advantages. The problem, however, is that the math is not cut and dry. It's difficult to gauge exactly how much of the tank's mitigation is actually used at any given time, and there's also the added wrench in the works in the form of stuns, pacification, and clemency, and then there's always the possibility that the dps with an offensive buff will die. So it makes it really hard to judge if the Tanks have enough, or too little, party support.

    Obviously it's a case by case basis, but it is a serious question of balancing. If, hypothetically, two completely equal teams were against one another, would the tank's available party support be balanced with the tools Dps have available to them? I'm not sure that's something that can be answered, to be honest, but I often wonder about it -- as well as what healers think, given that they are the one's who rely on party mitigation the most.
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  3. #3
    Player
    SuperZay's Avatar
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    Dec 2014
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    1,253
    Character
    Violet Flower
    World
    Cerberus
    Main Class
    Arcanist Lv 23
    Quote Originally Posted by FreeKingStefan View Post
    Just don't go above 4 stacks and you're good.
    That made me wonder how much damage tank actually takes with 4 stacks in dps stance. It's 48% more damage taken, but tanks passively take 5% less physical damage than melee dps and 20% less than casters. So if bard's burst does ~9k hp on a melee dps which has 10k hp, and tank has 14.8k, then doing that burst on him will damage for 9k*(148%-5%)=13k HP. So if that burst suddenly starts at 87% HP it might kill a tank instantly. Even if not, it'll force him to pop all cooldowns, likely leaving defenceless for the next burst. Switching to defence stance for the last 2-3 minutes is probably a good idea if your team is leading.
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  4. #4
    Player Februs's Avatar
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    Jul 2015
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    Ul'dah
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    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by SuperZay View Post
    Even if not, it'll force him to pop all cooldowns, likely leaving defenceless for the next burst.
    ALL, is usually overkill.

    Rampart and Sentinel reduce dmg by 20 and 40% respectively, regardless of type. Vengeance and Inner beast do the same at 30% and 20% respectively, and they can also self-buff their Hp for extra inflation. As long as they're getting at least some form of direct healing, then they should be okay. Popping multiple buffs at a time would only be something to do if the healer is not providing direct healing for some reason, but in that case you're likely to die anyway, so those buffs would go to waste. War's would have the hardest judgement call to make, because they also use their CD's for stacks of Wrath/Abandon, rather than mitigation ... which is probably why I see more War's die in Feast than Pld's.

    Regardless, when it comes to self-mitigation, I think the tanks are in a good spot. When it comes to party-mitigation/support, I'm not as certain.
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    Last edited by Februs; 11-01-2016 at 05:53 AM.