i highly doubt this one is on the table. design philosophy seems, based on monk/samurai/rogue/dragoon (assuming both the combo parts extending blood and not having one of them extend disembowel to be an oversight) that aoe combos will extend buffs but not initiate them. there's a good argument that since tanks need to start in aoe on pulls it wouldn't be wrong to give that, but it seems contrary to all evidence of design philosophy that we as players can see.
Because of the main mechanic of needing to keep both adds within 6%. Not all tanks gain damage off thier multi-target skills with only 2 targets over thier single target, same for DPS.
Here's an example:
DRK loses potency by using unleash/stalwart soul with 3 gcds by a massive amount. Using 2 targets unleash/stalward is 720 potency while their normal combo is 900. PLD also loses damage if they go for multi-target instead of single target on two adds. This is also the case for certain DPS jobs to where its better for them to single over multi.
So now we get to my point again. If your comp has more jobs that are single target over multi 2 target then eventually one side is going to over take the other due to it being focused instead of spread. This results in DPS needed to swap targets a few times and put extra work into both adds rather than focusing on 'their add'.
Last edited by BarretOblivion; 12-09-2019 at 02:10 AM.
Unleash > Stalwart Soul is a DPS gain over Souleater combo on two or more targets.
lol
No it isn't. Lol
Math=
Unleash is 110 potency, Stalwart Soul is 160 potency. For three skills that is only 220+220+320= 760.
Soul Eater combo is 900 potency.
Congrats, you just lost 140 potency every 3 gcds.
DPS loss.
Use math.
You do gain more MP this way, but I would argue that mp gain will maybe make up the DPS loss of 2 extra floods with the amount of time you have the adds together, and that is RNG baised on how the hand decides to act.
Last edited by BarretOblivion; 12-09-2019 at 12:23 PM.
Unleash is 150 potency, and Stalwart Soul is 160 potency.
On two targets, that is 300 potency plus 320 potency for a total potency of 620; this results in a potency per GCD of 310.
Hard Slash is 200 potency, Siphon Strike is 300 potency, and Souleater is 400 potency for a total potency of 900; this results in a potency per GCD of 300.
Unleash and Stalwart Souls are spells unaffected by skill speed, so they lose some potency per second, but they also generate MP and Blood faster than Souleater combo.
You are embarrassing yourself.
Fair enough, for some reason the website that I was looking at for potencies was saying unleash was 110. Wasn't updated. I retract that statement. Still, it is a DPS loss for PLD to use its AoE instead of just reapplying DoTs on both adds and then after 6 GCDs on its royal authority into attonment is 660 potency higher than its AoE combo in 6 GCDs , but regardless, the point was always there was no OGCD option for WAR to hit more than 1 target with unlike every other tank. (Circle, Flood, Salted, and Bow Shock).Unleash is 150 potency, and Stalwart Soul is 160 potency.
On two targets, that is 300 potency plus 320 potency for a total potency of 620; this results in a potency per GCD of 310.
Hard Slash is 200 potency, Siphon Strike is 300 potency, and Souleater is 400 potency for a total potency of 900; this results in a potency per GCD of 300.
Unleash and Stalwart Souls are spells unaffected by skill speed, so they lose some potency per second, but they also generate MP and Blood faster than Souleater combo.
You are embarrassing yourself.
And again, the main point was what? WAR relying on IR for its damage so massively it falls far behind when it comes to keeping up with its add even when AoEing (all other tanks aren't so reliant on their Burst). This results in the WAR add needing more attention from DPS than any other tank until post/during Protean Wave 2 where it catches back up to its other tank. Its an inconvience as well as a bad gameplay design, need I have to point out that WAR straight up SUCKS to play outside of IR? The job comes to a screeching halt for 90 seconds while all other tanks have something going on during their down time of burst. All WAR can do is wait for that fell cleave guage or upheavel. Riveting isn't it?
For people who defend the IR change from SB... why didn't all the other tanks get IR then? Why do they not need IR? Because right now every tank basically has its own "fell cleave" answer now, so why do they all not need IR DH/CRIT to stay balanced? It was a change that was a band-aid for WAR that shouldn't have been relied on for ShB yet here we are... playing a job that is an expansion behind.
Last edited by BarretOblivion; 12-09-2019 at 01:04 PM.
here use lodestone instead, is always updated https://na.finalfantasyxiv.com/jobguide/battle/
It's not just WAR though - DRK has even less going on outside of their 60 seconds burst, due to only having one combo and not even one ogcd with higher frequency like Upheaval, as well as no Infuriate mechanic.Its an inconvience as well as a bad gameplay design, need I have to point out that WAR straight up SUCKS to play outside of IR? The job comes to a screeching halt for 90 seconds while all other tanks have something going on during their down time of burst. All WAR can do is wait for that fell cleave guage or upheavel. Riveting isn't it?
To be frank even GNB is pretty luckluster outside of No Mercy - yeah, they've got Gnashing Fang every 30 seconds, but then you realize it's actually the only other combo they've got.
I completely agree that WAR's "burst in IR and then go back to sleep" gameplay sucks. The way free FCs make it a spam and remove the need to prepare your burst, how the auto directcrits screw with raid synergy - it's all been trash ever since 4.2.
However it is no longer just a WAR issue, it's something that's screwing SHB tank design in general and devs seem to think that it's okay just because it's not a dps role - despite the fact that our more "tanky" mechanics have been dumbed down at the same time, both through job/role skill changes and encounter design.
Removal of party target restriction on nascent flash.
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