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  1. #1
    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 Kalocin View Post
    While yeah the increased dps is nice, I really, really like the increased speed of blood weapon. Likewise, sometimes being out of grit will ensure the blackest night actually pops (ie: raid aoe, auto attacks) as in grit sometimes it won't.
    I guess in the case of Blood Weapon, they could probably tie the speed up effect to something else. Like changing the Dark Arts effect of Syphon Strike into an "increases attack speed for 30s" effect, so that it is usable in and out of Grit, then balance your damage output around keeping that buff active. TBN shouldn't require a popped bubble to get gauge, but incremental gains depending no how much damage the bubble takes.
    Quote Originally Posted by Faeon View Post
    SE needs to make a choice in where they want to go, but it is a bit to late to change it since they made two tanks in the previous expansion the meta, with great ability and the other one was the lol tank. So how do you fix this now? if you remove the stance penalty from WAR where you can freely change without the loss of your gauge and split IR from unchained, that will be a good start I reckon. But you will need to-do something with the other two, utility from tanks that does not increase dps from the raid comp is irrelevant in this game, since the intent is to push more DPS to skip phases.
    I feel they can go one of two ways. One would be to just remove stances from PLD and DRK, but let WAR keep theirs (remove everything but the +parry for Defiance and the +crit for Deliverance). Design WAR around stance dancing by splitting effects between both stances.

    The other would be to alter raid design to make tank stances mandatory. Things like the boss auto-crits you if you don't have a tank stance up, and tie all enmity generation to tank stances.
    (0)
    * 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)

  2. #2
    Player
    garret_hawke's Avatar
    Join Date
    Mar 2016
    Location
    Limsa Lomisa
    Posts
    94
    Character
    Garret Shadowwalker
    World
    Midgardsormr
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Duelle View Post
    The other would be to alter raid design to make tank stances mandatory. Things like the boss auto-crits you if you don't have a tank stance up, and tie all enmity generation to tank stances.
    Or make bosses counter with potency based on damage taken.
    (0)