

Glad I am more meat shield and care less of my tank dps.Mind you we also don´t know even if they have done something about the MP management of Dark Knights either. We already had to constantly juggle that because of how quickly that depletes and now we get an extra mechanic on top of it. So that becomes a MP juggle and Dark Blood mechanic while also tanking and trying to optimize your dps and whatnot, to me it seems like the other tanks will have to do a lot less for the same or better result judging on what i´ve seen. Warrior doesn´t even have to deal with their thing anymore and just have that rage bar of theirs instead.
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{http://na.finalfantasyxiv.com/lodestone/character/3089119/}


I agree with this.Not much will change with the meta. DRK/WAR will still be the party comp for most world clears, calling it now.
DRK just got their own version of Inner Beast, albeit even better. DRK/WAR combined have not lost much together. PLD will be nice for groups not knowing what to expect, and for the majority of raiders who actually need the help surviving.
They've basically given everyone more to work with.
PLD/DRK or PLD/WAR will be for "safe" runs where some of the members aren't quite as confident.
DRK/WAR will be for world first clearers and more serious groups.


Hmm considering that right now Pala brings the most damage, tankyness and utility i fail to see how a comp without him is viable...
Even if pala gets nerfed or the other 3 buffed, pala will still have the most utility and the most durability since the job concept is the "iron wall" and i doubt they are gonna implement new skills in the span of a few week if the last build is from april, so Darkest Night is the only utility skill for Drks and is not a good idea for balance to make it ridiculously strong to compensate only having that.
Unless things change, we will probably see always a Pala on any compo or even Pala+Pala if the lb is not needed asap for X reason.
Dps wise:
PLD has 562.5 potency/GCD,
WAR has 458.7 potency/GCD,
DRK has 430.6 potency/GCD,
With those numbers aside for LB issues why even bother to bring a Drk/War?
Last edited by Bhearil; 06-06-2017 at 04:49 PM.

those numbers are counting with tank stance or stanceless? PLD still has no method to avoid the penalty that other tanks have. To my view those new changes simply allow pld to play thte ot spot.
Pld/War meaty comp
War/Drk burst comp
Drk/Pld balanced comp/ magical centralized fight


The difference is enough for a Paladin without sword oath to outdps Warr/Drk on damage stance
So basically Paladin deals the most damage as MT and as OT with more tankyness and utility to boot.
Last edited by Bhearil; 06-06-2017 at 07:42 PM.




yeah, DRK lose his identity as the magic tank with the removal of the int debuff and buffing PLDs magic defense, DRK lose his identity as the counter-tank with the removal of reprisal and low blow procc and he lose his identity as the damage-maintank, since he is now the weakest of all tanks. he is still good in aoe situations, i think that's it. that's the strengh of Dark Knights now - aoe dps and selfheal with abyssal drain.


That's what happens when you let a whole expansion exclude paladins. Now the other 2 go to being second rate citizens.

luckily these numbers are from the april version and have most likely been changed.
Paladins were mostly excluded from certain endgame fights though, right?
I remember back before WAR got its revamp during the 2.0 era, they weren't even liked in normal dungeons. The stigma that "wars are way way harder to heal than paladins" still remains to this day.


And it took only one patch to fix them entirely with major changes on their skills.
SE can't be blamed for people living in the past. Truth be told, I'm impressed on how many people seems to have already joined the OP PLD bandwagon![]()
Last edited by Reynhart; 06-07-2017 at 09:02 PM.
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