I actually think a hammer wielding tank would be a great idea. Synergy with MNK would improve since hammer = blunt damageIt is obvious. Yes.
On the other hand. We will rule Duty Finder (again).
I expect something to compensate in the future. But NOT, please, no a hammer welding tank or a BLue Mage tank or beast master tank. Pleae not. Those NOT. That are no tanks. If you don't want give us Samurai, then a Gunblade tank.
I am actually in two minds about weapon damage types... On one hand I like how classes support each other to some degree however it leaves the few that don't out in the cold a little.. Sometimes I wonder if they should just do away with them.. While it adds a little bit of complexity to compositions, it also forces them.
MCH is too valuable for hypercharge, and BRD is too valuable for casters (Foe), so you should pretty much always have one of these..
If you have a MCH / BRD you pretty much always want a DRG (Disembowel)..
If you have a DRG then the only other slot for melee should be a NIN (Trick attack is too valuable)..
Where is MNK in this?
I don't even particularly like MNK, and I much prefer playing DRG.. However there is a reason MNK is rather undesirable for a lot of raid comps in the current meta.
Playstyle? No.So by that logic NIN is similar to BRD? O.o
This is my point. People seem to be trying to divide DPS into a dozen different sub roles to justify there being two dps. There is one logical reason and one alone why we aren't having a tank and healer. They could only make two jobs and tanks and healers missed out this time. Beyond that it starts to get ridiculous. Next you will be dividing them up by the type of damage they do to justify it. Hell with the stats NIN and BRD/MCH and MNK and DRG don't share gear beyond accessories so why the hell does primary stats matter?
Role? It actually is.. Hence why it's more of a support based DPS than a personal damage based DPS.
Their main role in a party is actually to support Tanks and melee.
Goad and enmity control is a thing. Not to mention enhancing the party's burst damage with Trick.
Goad is TP regen for everyone else ASIDE from the ninja.. That alone should show you how selfless of a class they are meant to be.
As for Enmity control - they allow the tanks to push out more damage by dropping enmity stances and combos in favour of damage, with both Shadewalker and Smokescreen.
They also tried to design Ninjutsu around tossing a bunch of utility onto the role. While it doesn't work for the most part because of reasons, they have them there.. Looking at the class as a whole it is definitely more of a support role than a heavy DPS. Compare all of this to DRG and MNK..
As for the ninjutsu comment, Doton and Hyoton aren't really used for their utility - however they are there for that reason. That is more of a community thing than anything else I realise so I won't press this argument.
Last edited by Altena; 02-27-2017 at 08:54 AM.
Trick increases their own damage too and is a normal part of their rotation. Having Litany and Disembowel doesn't suddenly make DRG any less of a "heavy melee dps". Goad and Shadewalker are nice, but are off the GCD and don't impact the ninja's dps in the slightest so I'm not sure why those would put melee players off from the job. Personally I love DRG and MNK but not ninja, and my reasoning for that is I hate how mudras clip the GCD--not the extra utility that lets them lock in 1 of the 2 melee slots in a raid.Goad and enmity control is a thing. Not to mention enhancing the party's burst damage with Trick.
Goad is TP regen for everyone else ASIDE from the ninja.. That alone should show you how selfless of a class they are meant to be.
As for Enmity control - they allow the tanks to push out more damage by dropping enmity stances and combos in favour of damage, with both Shadewalker and Smokescreen.
This alone won't fix MNK's problems. You gain Synergy with monk, but lose the synergy that now 5 other jobs share. All 3 tanks and now 2 DPS jobs use Slashing damage. All introducing a Blunt damage tank will do is basically make a tank that is less desirable from the get-go for party compositions.
The better choice is to remove blunt/slash/pierce etc. damage types altogether. Then it doesn't matter. But implementing a whole other job just to make MNK more viable is not how you fix a job.
I agree. It would be just one more niche comp that people might play but doesn't fix the underlying issue with monk in that it's only raid utility is traited mantra.This alone won't fix MNK's problems. You gain Synergy with monk, but lose the synergy that now 5 other jobs share. All 3 tanks and now 2 DPS jobs use Slashing damage. All introducing a Blunt damage tank will do is basically make a tank that is less desirable from the get-go for party compositions.
The better choice is to remove blunt/slash/pierce etc. damage types altogether. Then it doesn't matter. But implementing a whole other job just to make MNK more viable is not how you fix a job.
All the melee classes have utility skills. The reason that people feel MNK is underpowered is that its utility is less useful than NIN or DRG. Its dps is perfectly competitive. As you said:
The issue tanking and healing balance have is the meta. Unless SE can rework it to make it more flexible I am extremely sceptical they will successfully balance the tanks and healers and we will end up in the same place in 5.0 that we are now. Unfortunately I am also sceptical that they are actually going to deal with the issues with the meta. I very much hope I am wrong. Balance isn't something we should be lucky to get. It should be the norm, at least to some extent.
It doesn't really help that PLD doesn't really have any mechanic to it. That's the reason DRK is similar to it. Its basically the base combos with a bunch of CDs. Its the most simple Job mechanically in the game.
What queues have you been in? All mine as healer have been instant.
Last edited by Belhi; 02-27-2017 at 10:30 AM.
Oh man... I really hope this happens. I've been speculating it ever since Yoshi said RDM will just do physical and didn't mention piercing, if RDM does use piercing it will just be so gimmicky along with magic damage. We'll get RDM's demanding BRD's and DRG's... D:
To answer the OP's question. I was disappointed and really wanted SAM to be a Tank... but I'm already over it. It's not like us Tank and Healer mains can't enjoy the new jobs, their still there and available for us to play. But it will definitively impact the queues and your a lair or a fool if you think otherwise, it won't last forever but it will be there for sure.
Regardless I'm really excited to see the balancing they do to Tanks and Healers and how they will make the current ones more appealing. I'm also really looking forward to the new Tank/Healer in 5.0! Even though it's like another 2-3 years away... I've mentioned in another thread but I would really like to see either a Warhammer Tank or a Dual Wielding Tank. Leaning more on Dual Wielding Tank as I think that would be really unique and maybe make it a Tank that has high speed like MNK/NIN. Hoping for it to be either Blue Mage or Mystic Knight garbed in Heavy Arabian/Desert themed armor. A Tank can dream!
However! I am worried... Yoshi's logic to not adding a new Tank and Healer is really concerning. But honestly he's probably just being dishonest and really just wanted his ideal Samurai to come to life.. It's still worrying though. Maybe we'll get more of his opinion in interviews to come.
Last edited by Katana190; 02-27-2017 at 11:11 AM.
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