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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The problem here is Passage of Arms. People are going to argue that it's not a real cooldown because it's a dps loss when active, but it's also a potential 18 second personal Rampart coupled with an extra raid-wide mitigation skill over all other tanks. This is vaguely reminiscent of the "Inner Beast makes WAR the most defensively robust tank in prog", coupled with "Inner Beast doesn't exist in farm/speedruns, so WAR is at a defensive disadvantage" argument from previous expansions. If you want to address the issue, you have to change how PoA works.

    To be fair, GNB has it worse. Camo doesn't come close in value to PoA.
    (2)

  2. #2
    Player
    Lucy_Pyre's Avatar
    Join Date
    Feb 2020
    Posts
    342
    Character
    Lucy Pyre
    World
    Faerie
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lyth View Post
    To be fair, GNB has it worse. Camo doesn't come close in value to PoA.
    I would argue this point. Camouflage is, in fact, an extremely potent CD when used properly; which is against auto attacks. The 10% mitigation is nice but nothing to scoff at. However, the real important part is the 50% increase to parry chance. Against packs of trash mobs which, as we all know, are almost universally auto attack focused, Camouflage is more potent than Rampart (but slightly less than Nebula) unless you get completely shafted by RNG and get little to no parries.
    (2)

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Lyth View Post
    you have to change how PoA works..
    Do we still like intervention?

    Cuz I'm thinking something that sorta steps on intervention's toes mechanically.

    1. Creates Zone on ground
    2. Paladin standing in zone gains increased Block Strength
    3. Allies standing in zone gain the Paladin's Block chance and half the strength
    (1)

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