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  1. #21
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    If your going to compare CD between tanks, compare the right ones. Raw intuition has replaced inner beast.

    30 sec-ish CD. Designed to be spammed
    Tbn. Raw int. Shelltron. Heart of stone.

    30ish sec single target support on another player that shares resources/CD with above.
    Tbn. Nascent flash. Intervention. Heart of stone.

    Rampart. For all.

    Shadowwall/sent/vengence/nebula. All 2min, 10 sec, 30%.

    Immunities for all.

    Job specific 20%:
    ToB (10s/90s/20%). DM(10s/60s/20%magic). Camo(20s/90s/10%+50%parry ~20%total). Shield passive.

    When you lay them out properly it becomes quite clear what SE is doing. The damage type limited actions have either MUCH shorter CD (dM) or DOUBLE duration (camo). Pld shield is rng, wars is the lowest uptime of everything.

    This is the 3rd ot 4th time I've seen people compare raw intuition to dark mind. Raw intuition is competing with 25% hp bubbles and 6 seconds of shield blocks both of which easily match or beat 20% mitigation for 6 sec on RI.

    Dark mind =/=Raw intuition.
    (2)

  2. #22
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Tank trait shouldn't even be in the discussion or calculations, it doesn't diminish other mitigations because there's never a point it will be off or not in effect, especially when they ALL have it. Its only relevant in old content and that hardly matters as well because you're not going to compare it to whatever damage you took before.
    (2)

  3. #23
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Hierro View Post
    That said, the gap between the power of different CDs is closer than before. Because of this, CDs that increase our HP by a certain amount are EVEN MORE crucial than ever before. The fact that we are getting an on-demand shield that provides 25% of our max HP, with a 15 second cooldown, that alone should tell you our capability to receive magical tank busters is better than before.
    You mean, Thrill of Battle is actually better than I thought? And I thought a 20% life increase, 20% selfheal and 20% healbuff was already a good skill.

    Well okay, maybe the Dark Mind nerf wasn't really a nerf... buuut the skill still can do only one thing: Mitigating tankbusters in savage. What does this skill do for me in the other 90+% of the game?

    And when the co-tank helps with mitigating busters, what is an additional anti-tankbuster skill actually worth?
    (2)

  4. #24
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    This all comes back to "magic tank". Not to beat a dead horse but I'm about to kick it again.

    If you want to call DRK a high "resource management tank" bc most of what you are doing is using mp, manipulating mp/blood gauge, to pump out more damage and bolster shielding and I'm cool with that. But DRK having that magic tank stigma is only hurting it and gives it a poor identity.

    For one, if DRK is great as a magic tank where is the tank diametrically opposed theme-wise, 3.x PLD, oh yeah they killed it off by allowing it to block magic. I guess SE thought damage specific tanks wouldn't work for PLD but ok for DRK.

    Two, you would expect that if DRK were the magic tank, being strong against magic, that it would have an advantage in most things bc most damaging boss attacks are magic-based. It doesn't. Every other job does just fine taking magic damage. As far as CDs go, this "magic tank" theme is what allows for DRK to get magic only CDs. Powerful in there niche use but a niche use never the less. It's a slap in the face to give damage specific CDs. It's spitting in someone's face to give others the same 20% flat damage reduction when DRK gets the damage specific CD. Dark missionary suffers the very same issue as opposed to its counter parts. If you want to give DM damage specific CD then you might as well spread that across the board and that means raw intuition should be physical only. It's an inherent disadvantage baked in because of a poorly themed job identity as things have been stripped out of the game or have been downgraded in value.

    DRKs aren't the only tanks who use magic, yet we are the ones stuck with the moniker "magic tank", and so the job will lag behind the rest until this flawed theme is put to rest.
    (10)

  5. #25
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by FallenWings View Post
    Tank trait shouldn't even be in the discussion or calculations, it doesn't diminish other mitigations because there's never a point it will be off or not in effect, especially when they ALL have it. Its only relevant in old content and that hardly matters as well because you're not going to compare it to whatever damage you took before.
    While I agree, one thing to point out is that healers will be healing roughly 15-20% less from MND no longer having as strong of an effect on thier heals. So technically tanks didnt really gain as much in mitigation as people think.

    Oh another edit, we wont have protect either, which for tanks is 5-8% mitigation. (depending on how geared u are.)
    (2)
    Last edited by MaraD_; 06-07-2019 at 12:37 AM.

  6. #26
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Danelo View Post

    DRKs aren't the only tanks who use magic, yet we are the ones stuck with the moniker "magic tank", and so the job will lag behind the rest until this flawed theme is put to rest.
    100% agree with this. I hate the double standard. If they wanted to push identity over general role usefulness, then DRK should get mp from magic sources and null magic abilities. But this isnt a realistic expectation. All the tanks need to be viable, and like healers need similar tools to do their role, how is it even balanced that the pld has passive magic mitigation, and the magic opposite version cant even block magic passively?
    Honestly, the sad fact is that utility is sort of getting in the way, because they cant decide whether to just give tanks a utility, and their identity. PLD should always have 'cover' as a FF troupe, DRK 'darkside/souleater/darkness', WAR/Berserker/Viking 'Berserk' - outside of that identity they just need to be able to handle tanking as effectively as the others. No where do they need to be responsible for party shields and buffing, that should be given to support jobs like healers/support dps, to be blunt. But if theyre going to shift that to the tanks, for balancing, they need to be fair about these skills. They werent FF skills to begin with(well maybe in FFXI I cant really attest to that since I never played it)
    (0)

  7. #27
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Tint View Post
    You mean, Thrill of Battle is actually better than I thought? And I thought a 20% life increase, 20% selfheal and 20% healbuff was already a good skill.

    Well okay, maybe the Dark Mind nerf wasn't really a nerf... buuut the skill still can do only one thing: Mitigating tankbusters in savage. What does this skill do for me in the other 90+% of the game?

    And when the co-tank helps with mitigating busters, what is an additional anti-tankbuster skill actually worth?
    ToB is in fact better than you really thought, but understand that TBN is even better!

    I mean no disrespect to dungeon tankers, I'm not here to look down from my raiding ivory tower. I love dungeons too. However, let's ask ourselves-- does DRK really need another CD to mitigate trash in dungeons? TBN is the reason we can currently take less damage than WAR in huge packs, with or without tank stance, and perform comparable amounts of DPS. TBN is getting even better, and we're all getting a permanent trait to supplment its power. This means tanking trash is getting EVEN EASIER.

    Maybe DM is only good at one thing, but does it matter if your other assets allow you to exceed your competition?
    (1)

  8. #28
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Well, lets wait and see how much mana we will actually have for TBN. The math people said we can use it once every 30 seconds, wich is half as often as we can use it now.
    (0)

  9. #29
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Tint View Post
    The math people said we can use it once every 30 seconds, wich is half as often as we can use it now.
    Not exactly, that is just the approximate rate of consistent usage based on how quickly it seems DRK will be able to regain MP as well as how frequently DRK should be using TBN to be equitable defensively to the other tanks while keeping up Darkside.

    There will be some level of flexibility because there will likely be small amounts of extra MP generated regularly and bursts of extra MP every 60s and every 90s from Blood Weapon and Delirium. This extra MP makes it possible to store up and use extra TBNs but you may do so at the cost of being able to save up and time extra Edges to raid buff burst windows.

    In dungeons raid buffs will not really be a consideration so you could use more TBNs in those, which then means that DRKs could potentially be getting to use TBN more frequently than the other tanks can use their frequent use defensive abilities which could make up for Dark Mind not helping much with trash packs.

    Also, interestingly none of DRK's burst abilities increase the damage of abilities used during them, they just enable free usage or give extra resources to use more abilities. This is important because it then means that in situations where you don't have to worry about raid buffs, you actually don't have to sync abilities to your burst ability windows which is a big factor in freeing DRK up to use TBN more frequently in certain situations.
    (3)
    Last edited by TouchandFeel; 06-07-2019 at 02:32 AM.

  10. #30
    Player
    TheForce's Avatar
    Join Date
    Jun 2015
    Posts
    390
    Character
    The Protector
    World
    Aegis
    Main Class
    Paladin Lv 100
    It's just so hilarious to me how Square wants to push this "Magic Tank" crap on us, but they go and nerf the very things that make us a "Magic Tank" XD

    Dark Mind got nerfed, and our attack spell Abyssal Drain was butchered.
    (3)

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