

Obviously it's going to depend on the fight design, but any situation with a Tankbuster followed by Raidwide.. Thrill+Raw > TB > Deploy+Shake > Raidwide = GG


They already nerfed Adlo Deployment for ShB.
By splitting half of Critlo's shield into a secondary shield called Catalyze which means it doesn't interact with Deployment.
Causing this to be a much smaller concern.
If Thrill of Battle is needed to live, then it means Paladin, Gunbreaker and Dark Knight are non-viable MT's.
Given that, Paladin doesn't have a 90s CD at all. Gunbreaker only gets 10% DR from Camouflage while Dark Knight can only mitigate Magical damage with Dark Mind.
Outside of Thrill/Camo/DM, every Tank has the exact same personal CD's unless it's expected that Tanks pop Party mitigation skills to survive TB's?



I'll give the same response that every Warrior main gave in the Living Dead thread: "Looks fine to me!™"
(sorry not sorry)
I'll give you that one - I must've imagined the 20% in there, as I'm kinda skimming through stuff, because honestly the entire thread is kind of silly to me. Making a big deal out of homogenization of passives, while there's so much active stuff to worry about, heh. Also still pretty sure the op is just tossing bait around.
Not to mention, like somebody already said before, most times WAR wasn't even using the hp stance, so with Thrill being lower cd you will probably benefit from this "identity" more often than in HW/SB.
Tbh if I had my way, we just wouldn't have this stupid trait in the first place.
The thing that made Defiance trash wasn't the missing 5% though. It was the fact that you still needed to actually get healed to get the benefit upon switching and most importantly - it only affected gcd heals, you know, that thing you're not supposed to use much. Another issue was that hp bonus scales with your gear, while mitigation scales with damage you're taking.
Now, with some SHB changes this hypothetical trait could affect all forms of healing(Mantra and Minne seem to do so now at least), but the scaling issue remains.
So ya, still not the same.
The gear scaling has no effect on the effectiveness of 20% mitigation vs 25%hp +25%hp restored. Zilch.
Mitigation does 2 things. Increases your effective hp (how much damage you can take before dying.), and how much it costs to heal that damage back up. Defiance or hypothetical 25/25 covers those bases.
If you have 100,001k hp and a buster hits for 100k you live with 1hp. Then your healers have to cure that 100k.
20% mitigation means you take 80k and survive with 20,001 (20% of your life). Healers need to heal for 80k.
25/25 means you have 125,001 hp. Buster is still 100k. Youre left with 25,001 hp(still 20% of max). Healers need to heal 100k hp, but the 25% bomus means 80k*1.25=100. So healers still only need to heal 80k of hp.
They are identicle. As long as the mitigation and heal/hp are used as a percentage they will always be functionally the same.
The only reason they werent before is because the heal% was 20 not 25% .
Now that SE has reprogrammed ogcd heals to work with % heal bonus the only possible inequality between 25/25 vs 20% mitigation is deploy.
agree. warrior isnt meta tank anymore so its not treated fairly. smh idk whats worse the cry of healers or...warriors
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



