That's a really cool idea, but you could break so many mechanics with that if you could effectively Hallowed your entire party.https://en.wikipedia.org/wiki/Bolide
Huh. The namesake doesn't quite match up.
So here's a thought. What if instead it reduced the damage the target does by 100% for 5 seconds. Instead of Gunbreaker being discount Hallowed Ground, Gunbreaker instead nullifies the enemy attack regardless of target?
https://i.makeagif.com/media/6-02-2019/W-vBe7.gif
Something like this. All the time.
yep, defensive cooldown should never give gauge or damage, especially one that puts your HP in 1. Poor healers...
Superbolide should be a 100% mitigation sheltron like skill (1 hit only 5 seconds duration)
I mean you could make that argument about it in general then, "defensive abilities should never put your hp to 1 - poor healers" lol. I think if it shouldn't be done then it shouldn't be done. If the tank uses cooldowns improperly then the healer is probably at the same issue either way anyways (if they don't know how to stay alive it's going to be bad no matter what).
That said I personally think both Superbolide and Living Dead could be reworked to be smoother just because they can be for player sanity in a general sense (make them feel "different" rather than "worse than" Paladin/Warrior).
Personally I think they should all gain some extra effects and theme but also get much closer in cooldown or maybe just turn into SUPER utility skills but don't make you invulnerable anymore... though that may cause serious issues for bosses previously designed for invulnerability in mind (to prevent things like Warrior invuln being just amazing when you're in a skilled group and Paladin being seen as "the clear best ever" in a casual group.. meanwhile some other tank is frowning like "why does mine just look worse all together?").
Tbh I feel like Living Dead would be a smoother skill if they had some sort of visual notification for healers (smoother as in less hate for the skill).
Paladin's Sheltron is 6 seconds block all incoming attacks (block being an impartial but nice mitigation). In Shadowbringers at least.
I think if Superbolide only blocked the next single attack during a 5 second window that the cooldown would have to be very low for it to be balanced out in image to the other impervious skills (lower than Warrior's). So it'd be probably pretty bad for most players and a few of the gods at timing their abilities (very skilled players) would make Gunbreaker very OP lol. Tankbusters be gone, although multiple hit tank busters would be interesting. Probably see one of the longer impervious jobs paired with a MT Gunbreaker (switch off when it's a long attack, and the rest of the time Gunbreaker just dodges all the heavy attacks).
Although you might be able to play with that concept more.. like multiple X hits will be negated over a significantly longer duration than the other jobs (meaning the cooldown can be similarly long to the other tank's). Allowing Gunbreaker to milk the timer if a boss happened to phase shift or whatever (rather than a 10 second window it could be like a 60 second one)- but the skill would not be as helpful during trash pulls then (also weird balance pros and or cons when a boss attacks faster than usual or slower).
Last edited by Shougun; 06-13-2019 at 09:08 AM.
I'm surprised not to see anyone also mention Heart of Stone being the weakest on-demand mitigation cd by far, sitting at only 15%. When you look at other options, RI is 20%, TBN is a 25% shield and Sheltron's block is already providing 18% in crap lvl 80 starter gear and it will only grow(deltascape block value was already around 24%, sigma 27% and alpha 29%, it seems to have started at 22% in AF3 gear). That on top of also having a really bad invuln and pretty underwhelming "fluff" cd.
As for the self sustain:
Aurora is literally same value and cd as Equilibrium, just a HoT instead of direct heal and can be used on allies(but that doesn't help you as MT).
Brutal Shell is 150 potency heal, plus same value shield, which is effectively just 300 potency worth of sustain... That's only 50 potency more than Storm's Path and exactly the same as Souleater, while PLD has their passive block chance as an "equivalent" to those. Brutal shell giving a shield instead of just a heal is only flavor - it's good flavor, but don't think for a second it makes up for any holes in mitigation.
GBN seems to have good utility(although pretty sure that PLD still does much better in terms of that), but MT side looks really, really grim unless things are changed for launch.
That wouldn't be a big issue if SE decided to balance WAR/DRK as MTs and PLD/GBN as OTs, but PLD got a significant buff to it's personal mitigation in SHB to add more role flexibility.
As for giving a damage benefit to Superbolide - that's an awful idea. It doesn't solve anything in terms of GBN's survivability and actually hurts it, by encouraging to line it with burst for more damage. Tying dps gain to mitigation has always lead to that mitigation being sacrificed for dps in the past.
Well... It's not so massively out of line to where it suggests that MT GNB would be unviable. As it's only 5% less than RI. If 5% was the make or break then DRK/PLD would be massively OP.I'm surprised not to see anyone also mention Heart of Stone being the weakest on-demand mitigation cd by far, sitting at only 15%. When you look at other options, RI is 20%, TBN is a 25% shield and Sheltron's block is already providing 18% in crap lvl 80 starter gear and it will only grow(deltascape block value was already around 24%, sigma 27% and alpha 29%, it seems to have started at 22% in AF3 gear).
Would it be nice if it was better? Sure. But I think that other skills are in far more dire situations - Notably Superbolide being literally just worse Hallowed Ground with the same CD and Camouflage being marginally stronger than Anticipation with an extra 30s CD tacked on...
Heart of Stone could easily be improved if it applied a better shield - Not related to Brutal Shell's 150 potency one - When used on yourself. So that it was kind of a middle ground between TBN and RI/Shelly.
The point is that the entire kit is like this. The only things that aren't worse than their analogues on other jobs, are basically the same(Nebula, Aurora). WAR got by perfectly fine with no on-demand cd at all in SB, but it's because the rest of it's kit was making up for it(most notably Holmgang).Well... It's not so massively out of line to where it suggests that MT GNB would be unviable. As it's only 5% less than RI. If 5% was the make or break then DRK/PLD would be massively OP.
Would it be nice if it was better? Sure. But I think that other skills are in far more dire situations - Notably Superbolide being literally just worse Hallowed Ground with the same CD and Camouflage being marginally stronger than Anticipation with an extra 30s CD tacked on...
Heart of Stone could easily be improved if it applied a better shield - Not related to Brutal Shell's 150 potency one - When used on yourself. So that it was kind of a middle ground between TBN and RI/Shelly.
All of those could be easily improved, so I don't see why would you dismiss just HoS issue based on that.
Surprised not to see anything about the changes to GNB.
Ethys mentioned it on his stream but I can't find it online.
Apparently potencies have been boosted to be on par with the other tanks, and Superbolide has a shorter cooldown.
Possibly changes to other skills? I don't know.
The media tour build was from April don't forget.
If you can link the source that'd be great I'm switching to GNB my only worry was their DPS in videos (mainly Xenos) and their Superbolide if it's been boosted that'll put GNB in a great spot.Surprised not to see anything about the changes to GNB.
Ethys mentioned it on his stream but I can't find it online.
Apparently potencies have been boosted to be on par with the other tanks, and Superbolide has a shorter cooldown.
Possibly changes to other skills? I don't know.
The media tour build was from April don't forget.
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