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  1. #1
    Player
    Gameplayzero's Avatar
    Join Date
    Jun 2015
    Posts
    153
    Character
    James Dynamite
    World
    Cactuar
    Main Class
    Marauder Lv 70

    Whats with the cooldown removal?

    Across the board. Warrior still feels "good" in this regard, but the other tanks i'm kinda concerned about (personal cooldowns I mean). Am I just not seeing things right or am I just horribly wrong? I know they want to avoid button bloat, but idk. If i'm wrong please correct me on this. If they want to keep the cooldowns fewer wouldn't it be more engaging to lower the time required on the cooldowns or just have left like 1 or 2 more cooldowns? I'm not exactly sure the direction they want to go with tanks.
    (0)

  2. #2
    Player
    Kaozurei's Avatar
    Join Date
    Jun 2017
    Posts
    65
    Character
    Kaomi Shiroi
    World
    Cactuar
    Main Class
    Ninja Lv 72
    WAR personal mitigation is excellent as always, same with Paladin. They both kept their best defensive abilities and even received better versions of them in the form of WAR's new Raw Intuition (20% mitigation for 5 seconds every 25 seconds) and PLD's Shelltron (Guaranteed blocks for 6 seconds). Only thing they really lost was Anticipation, Awareness, Convalescence, WAR's loss of Inner Beast and the nerf to block dropping it down to 15% mitigation from 20% in SB which affects PLD.

    DRK's personal mitigation remains largely unchanged, but TBN is now a stronger shield. Their AoE mitigation buff is unfortunately magic damage only, same as dark mind, so they're a bit on the weaker side when it comes to personal mitigation against physical damage but that's nothing new for the job and TBN's stronger shield and 15s cooldown help make up for it somewhat. They also lost their self sustain from Sole Survivor and AD spam, though AD is still in the game and actually heals for quite a bit more despite its hefty cooldown.

    GNB's where some problems arise, but even then it's not too bad. In addition to the 20/30% cooldowns they have a 10% DR buff paired with 50% increased parry rate (Camouflage), on demand 15% mitigation every 25 seconds (Heart of Stone), an AoE magic damage mitigation buff matching DRK's and they can give themselves both shields and an HP regen, though the latter two are extremely weak and barely noticeable. They're the worst of the four tanks when it comes to defenses, but they're still capable of tanking just fine even if they do need a slight buff.
    (1)
    Last edited by Kaozurei; 07-02-2019 at 04:56 PM.

  3. #3
    Player
    Gameplayzero's Avatar
    Join Date
    Jun 2015
    Posts
    153
    Character
    James Dynamite
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Kaozurei View Post
    WAR personal mitigation is excellent as always, same with Paladin. They both kept their best defensive abilities and even received better versions of them in the form of WAR's new Raw Intuition (20% mitigation for 5 seconds every 25 seconds) and PLD's Shelltron (Guaranteed blocks for 6 seconds). Only thing they really lost was Anticipation, Awareness, Convalescence, WAR's loss of Inner Beast and the nerf to block dropping it down to 15% mitigation from 20% in SB which affects PLD.

    DRK's personal mitigation remains largely unchanged, but TBN is now a stronger shield. Their AoE mitigation buff is unfortunately magic damage only, same as dark mind, so they're a bit on the weaker side when it comes to personal mitigation against physical damage but that's nothing new for the job and TBN's stronger shield and 15s cooldown help make up for it somewhat. They also lost their self sustain from Sole Survivor and AD spam, though AD is still in the game and actually heals for quite a bit more despite its hefty cooldown.

    GNB's where some problems arise, but even then it's not too bad. In addition to the 20/30% cooldowns they have a 10% DR buff paired with 50% increased parry rate (Camouflage), on demand 15% mitigation every 25 seconds (Heart of Stone), an AoE magic damage mitigation buff matching DRK's and they can give themselves both shields and an HP regen, though the latter two are extremely weak and barely noticeable. They're the worst of the four tanks when it comes to defenses, but they're still capable of tanking just fine even if they do need a slight buff.
    thank you for the comment. Was genuinely curious on what was lost and gained across tanks. Very insightful.
    (0)

  4. #4
    Player
    Rogerh's Avatar
    Join Date
    Jun 2013
    Posts
    6
    Character
    Roger Holmes
    World
    Balmung
    Main Class
    Paladin Lv 70
    I personally feel Paladin feel much less squishier than before, losing out on so many defensive cooldowns with no real new ones to compensate. The baking of Bulwark into Sheltron doesn't really feel like a buff to me due to losing a skill when you had both, as well as having anywhere between 5-10% less blocking/parrying with the block/parry nerf. This is coming from someone that cares more about tanking damage rather than personal dps, so anyone wishing to comment on how Paladins are better only mean it from a damage-dealing standpoint need not apply.

    DPS is in a good spot for paladin, it's mitigation is weaker than before.
    (0)

  5. #5
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Kaozurei View Post
    Only thing they really lost was Anticipation, Awareness, Convalescence, WAR's loss of Inner Beast and the nerf to block dropping it down to 15% mitigation from 20% in SB which affects PLD..
    I know those abilities (probably) won't affect Savage Raids, but that is a good chunk of mitigation gone from dungeons and other 'casual' content (e.g. maps) and it is very noticeable. It also makes playing a Tank feel less impactful, and less like a Tank (whose #1, 2, 3, 4 and 5 job should be holding aggro and mitigating damage, not dealing it).
    (1)

  6. #6
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Kaozurei View Post
    WAR personal mitigation is excellent as always, same with Paladin. They both kept their best defensive abilities and even received better versions of them in the form of WAR's new Raw Intuition (20% mitigation for 5 seconds every 25 seconds) and PLD's Shelltron (Guaranteed blocks for 6 seconds). Only thing they really lost was Anticipation, Awareness, Convalescence, WAR's loss of Inner Beast and the nerf to block dropping it down to 15% mitigation from 20% in SB which affects PLD.
    War still has "convalescene" and its called "thrill of battle".
    (0)

  7. #7
    Player
    Kaozurei's Avatar
    Join Date
    Jun 2017
    Posts
    65
    Character
    Kaomi Shiroi
    World
    Cactuar
    Main Class
    Ninja Lv 72
    Quote Originally Posted by Rogerh View Post
    I personally feel Paladin feel much less squishier than before, losing out on so many defensive cooldowns with no real new ones to compensate. The baking of Bulwark into Sheltron doesn't really feel like a buff to me due to losing a skill when you had both, as well as having anywhere between 5-10% less blocking/parrying with the block/parry nerf. This is coming from someone that cares more about tanking damage rather than personal dps, so anyone wishing to comment on how Paladins are better only mean it from a damage-dealing standpoint need not apply.

    DPS is in a good spot for paladin, it's mitigation is weaker than before.
    I actually forgot about Bulwark being removed from PLD. They're by no means in a bad spot defensively speaking, but those who played PLD back in SB will definitely feel the reduced mitigation ability. Sheltron's at least better than it was before, though! Silver lining?

    Quote Originally Posted by Acidblood View Post
    I know those abilities (probably) won't affect Savage Raids, but that is a good chunk of mitigation gone from dungeons and other 'casual' content (e.g. maps) and it is very noticeable. It also makes playing a Tank feel less impactful, and less like a Tank (whose #1, 2, 3, 4 and 5 job should be holding aggro and mitigating damage, not dealing it).
    I do believe that removing them resulted in less mitigation, which is why I mentioned them individually. OP was expressing concern over how adequate tank mitigation was (other than WAR) and truth is, while losing those skills did impact tank mitigation, all four can mitigate just fine with the skills they have left. I do agree the tank "feel" is diminished somewhat with the loss of these mitigation skills, but it's not like tanks actually need them to survive even when doing large pulls or map runs.
    (1)
    Last edited by Kaozurei; 07-03-2019 at 04:44 PM.

  8. #8
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Kaozurei View Post
    I do agree the tank "feel" is diminished somewhat with the loss of these mitigation skills, but it's not like tanks actually need them to survive even when doing large pulls or map runs.
    And I think this is the problem right here, Tanks should need cooldowns to survive large pulls, and said cooldowns should be powerful enough to feel impactful; i.e. that without their proper use the pull would not have been possible, no matter what the healer did.

    The current design seems (to me) to be based on the needs of Savage Raids, where carefully calibrate Tank Busters will 1-shot you without them, but otherwise they are optional, something to be pressed between spamming DPS skills, and that (to me) is simply the wrong approach.
    (0)