People would obviously save it for those rare instances where they would have to be the ones cheesing a mechanic. This will not stop them from using it to get more damage out in virtually all other circumstances.
Last edited by Absimiliard; 08-13-2019 at 02:24 PM.


Seeing as anything that isn't savage basically falls under 'normal', I don't see that being an issue.
Extreme, Alliance, Hard are all variations of 'normal end game content', and I doubt anyone's popping immunities in Ultimate just to get a few DPS GCDs when it doesn't also net a significant mitigation gain.
And you would be mistaken in that regard. There are numerous instances of fights, even in different savage modes, where a viable course of action was for tanks to blow their immunities just for the sake of letting everyone go hard on DPS for the duration. It's been considered a perfectly acceptable cheese strat for dealing with tight enrage timers for a very, very long time. Obviously some fights have mechanics that prevent tanks from "wasting" their big cooldowns like that, but the ones that didn't saw some pretty routine abuse.Seeing as anything that isn't savage basically falls under 'normal', I don't see that being an issue.
Extreme, Alliance, Hard are all variations of 'normal end game content', and I doubt anyone's popping immunities in Ultimate just to get a few DPS GCDs when it doesn't also net a significant mitigation gain.
Anywho, getting back to the original topic: The main reason I say the suggested ability may not be regarded the same as other tank immunities is the fact that it would actually be "killable." Giving it a set HP pool, even a particularly massive one, would in effect make it a much more powerful version of TBN. Granted I still think the idea is actually pretty cool, and I would actually love to see them actually implement it. Not every tank needs a full on lolimmunity. Something like this would be strong enough to work but different enough to be unique. The fact that TBN itself usually prevents the application of status effects by abilities that don't break it would give them precedence for the simulacrum also not allowing the DRK to be afflicted by debuffs that aren't applied by an effect that completely break it.
Last edited by Absimiliard; 08-14-2019 at 04:59 AM.


This is the inspiration for it. I'm generally of the opinion that immunities largely harm tank design instead of enhancing it, as it creates a rather pointed area of obvious disparity that they frankly cannot make up for elsewhere. Imagine the outcry of Paladins getting their potency dumpstered because they have Hallowed Ground.
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