
Originally Posted by
Lyth
I think 4 min is much too short of a recast on an invuln. You should be using these twice per fight, tops.
I've actually been thinking something along those lines. Consider this: what if tankbusters just flat out ignored invulns? You can mitigate it the normal way by %DR cooldowns, but if you try to eat it using an invuln, it just oneshots you as if you took it raw. It's the sort of thing that could be done at a raid design level without influencing action design.
That way, invulns would become something that you use to save a run when your healer is down, rather than being used to just remove tankbusters from the fight. Cooldown rotations would actually mean something again.
I personally am not in favor of direct counters. It's just swapping our current system.
When it comes to tanking archetypes, the 'ultimate' abilities vary, but given FF14's approach, I'd be fine with their 'capstones' just being a beastmode trigger you can use once per encounter, preferably something flexible. Something that makes this particular tank pretty sweet. Just throwing out some random spitballs with no consideration for balance whatsoever
Paladin
Hallowed Ground
Ability
Cooldown: 600 seconds.
Creates a 5y radius for 15 seconds. While within this area, the Paladin rapidly regenerates MP, and other beneficial effects of the Paladin have their duration frozen.
(This also creates a neat segueway moving forward for)
Passage of Arms
Trait
Effect: The Paladin's own beneficial effects apply to party members standing within Hallowed Ground. Hallowed Ground's radius increases to 10y.
Warrior
The Beast Within
Ability
Cooldown: 600 seconds.
The Warrior increases their maximum health, Beast Gauge generation, and the amount of healing received by 100% for 20 seconds.
The Beast Unleashed
Trait
Effect: While under the effect of The Beast Within, for every 20% maximum health taken as damage, the Warrior gains Nascent Chaos.
Dark Knight
Living Dead
Ability
Cooldown: 600 seconds.
Create a simulacrum with health equal to your maximum health. Standing behind the simulacrum causes it to intercept attacks for you. The Simulacrum cannot be healed by others. The Simulacrum gains your own beneficial effects and has health restored by Soul Eater. When the Simulacrum is killed, [bad thing happens].
False Life
Trait
Effect: When Living Shadow is active, the Living Dead Simulacrum mirrors the Shadow's actions.
Gunbreaker
Superbolide
Ability
Cooldown: 600 seconds.
Overcharges the Gunbreaker's weapon, causing each expended ammunition to shield the Gunbreaker for 20% of their maximum health. Last 20 seconds.
Renzokuken
Trait
Effect: While Superbolide is active, completing Continuation's line resets the cooldown of Wicked Talon's line.