


My raid groups NIN had to go tank (has DRK or WAR)
and we had to accept a DRG as a replacement.
DRK offers no useful utility over WAR, and WAR offers slashing debuff.
It was a no brainer which tank he was maining. (He wanted to be DRK though, but knows its pointless to bring)
CLAIRE PENDRAGON


Similar here. I leveled up DRK as an option to help my static, but after realizing we had no other source of slashing it wasn't really worth trading slashing for TBN utility. So I just stayed War.My raid groups NIN had to go tank (has DRK or WAR)
and we had to accept a DRG as a replacement.
DRK offers no useful utility over WAR, and WAR offers slashing debuff.
It was a no brainer which tank he was maining. (He wanted to be DRK though, but knows its pointless to bring)



You'd also be trading Shake it off for TBN as well, which also isnt worth it imo.
(In O4S prog, me and another were constantly dying to raid wide dmg, and TBN can only save one of us. I was the last person to win upgrade drops, so I was still getting 1 shot by meteors and the like, even with passage of arms, healer shields, full hp, reprisal, and addle up. (plus VIT melds) 75%of the time. So with the shake it off change we could both be shielded, and anyoen who wasnt topped off, or missed the aoe heals/shields has another chance at life.)
I doubt i need TBN/shake it off now, but our WARs current shake it off is easily more useful of the 2.
You argument sounds like you didn't think things through.The closest you're going to find to a coherent argument in favour of Slashing/Piercing/Blunt debuffs is the idea some people seem to have that it's supremely important to the game's sense of depth and challenge that you open every fight, every add spawn, and every post-downtime reengagement with 2-3 GCDs where you're missing 10% of your damage.
Every other argument is inconsistent at best, and more frequently, just completely incoherent. There's just really no other defence - the most likely explanation for their current incarnation is that SE flat out did not think things through.
You're accusing the fights design as the problem, but start off accusing the idea of having damage type debuffs is the problem.
And of course wrap up "its a combo of both".
Then technically neither is wrong, just wrong in combo.
You can keep either, but need to change the opposite to fit better.
Last edited by Claire_Pendragon; 12-06-2017 at 02:59 AM.
CLAIRE PENDRAGON



Oh, for me, I dont play DRK because its boring now.
That alone is why I shelved my DRK.
Even if it were balanced, I still wouldnt choose it over my other options yet, unless I had to.
IMO, by having 4 tanks, you can make them less homogenized.I know it's probably not the most popular option but homogenizing tanks and heals seem to only be the real solution to balance in this game. All heaks will have aoe heals, all will have some type of damage mitigation, all will have their lustrate, benediction type heal. Same with tanks they all will have similar defensive cool dreams, aoe Argo abilities. The only thing I think that can separate these roles are aesthetics, at the end of the day they the rolls gonna be copy and paste of each other
We tend to look at;
DPS
Mitigation
Threat
Utility
You can essentially make 2 tanks sorta of "MT" specialists, and 2 tanks "OT" specialists, with the ability to fill the role of the other type for easier content. (Sort of how AST was meant to pick a stance, based on which other healer they were with, though it didnt quite work out.)
You "should" always see 1 of the 2 for MT, and 1 of the other 2 as OT for the savage content.
Of course this depends on how its implemented/balanced.
Right now we see homogenization due to only having 3 tanks.
Last edited by Claire_Pendragon; 12-06-2017 at 07:24 AM.
CLAIRE PENDRAGON
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