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  1. #1
    Player
    Brandedblade's Avatar
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    Nov 2017
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    Limsa Lominsa
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    Character
    Gunther Frey
    World
    Balmung
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    Scholar Lv 90
    Quote Originally Posted by FallenWings View Post
    "War Clone"
    THANK YOU! This is exactly what I was thinking! The only thing they have in common is that Delirium and Inner Release both allow you to spam a spender skill. Even within that framework there are differences, Delirium causes the spenders to generate MP, but Inner Release allows them to force Direct Crits on the spenders.
    (0)

  2. #2
    Player
    WhyAmIHere's Avatar
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    Apr 2017
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    Gridania/Lominsa
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    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Brandedblade View Post
    The only thing they have in common is that Delirium and Inner Release both allow you to spam a spender skill.
    nope. If you're gonna go down that route of "A is B, but only because of [conditional], then they're more alike/identical than you think.
    Here I'll go down the list

    Del is IR, except no D.Crit.
    Blood Wep is Infuriate, except over 5 (if youre lucky) GCDs instead of all at once.
    E/FoS is Storms Eye, except one's a GCD combo finisher and the other's an oGCD.
    Abyssal Drain is Equilibrium, except way worse.
    Living Dead is Holmgang, except LD is garbage. (i.e. both trigger a "when <1HP, don't die" thing. It's just LD is garbage because of the kill gimmick.)
    Shadow Wall is Vengeance, except no thorns bonus damage.
    hot take incoming: TBN is Thrill, except for once TBN upfront is better.
    (3)

  3. #3
    Player
    Brandedblade's Avatar
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    Limsa Lominsa
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    Character
    Gunther Frey
    World
    Balmung
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    Scholar Lv 90
    Quote Originally Posted by WhyAmIHere View Post
    nope. If you're gonna go down that route of "A is B, but only because of [conditional], then they're more alike/identical than you think.
    Here I'll go down the list

    Del is IR, except no D.Crit.
    Blood Wep is Infuriate, except over 5 (if youre lucky) GCDs instead of all at once.
    E/FoS is Storms Eye, except one's a GCD combo finisher and the other's an oGCD.
    Abyssal Drain is Equilibrium, except way worse.
    Living Dead is Holmgang, except LD is garbage. (i.e. both trigger a "when <1HP, don't die" thing. It's just LD is garbage because of the kill gimmick.)
    Shadow Wall is Vengeance, except no thorns bonus damage.
    hot take incoming: TBN is Thrill, except for once TBN upfront is better.
    Delirium- I'll give you that one because I don't disagree

    Blood Weapon-I struggle to agree on the basis that I do consider Edge/Flood different enough from Fel Cleave/Decimation to not agree. Infuriate frontloads it's effect and even upgrades the attack even further. Blood Weapon basically mean "After 4-5 hits I can do an extra OGCD attack"

    E/FoS/Storm's Eye- I again disagree here. You contradict yourself here by comparing Blood Weapon and Infuriate as one in the same. In addition, War has more ways to maintain the Storm's eye buff and is required to execute a GCD to apply it to themselves initially. Whereas DRK is triggering it through OGCD attacks that they have to maintain their MP to use.

    Abyssal Drain/Equilibrium- AD is better in AoE/Equilibrium in Single Target. but even then they work differently outside of both being oGCDs with a 60 sec recast.

    LD/Holmgang- Again, they work in different ways, different enough that I do consider them to be different, the only thing they have in common is that proper use of them stops the tank from dying.

    Shadow Wall/Vengeance- True, but this one risks the slippery slope of brining Sentinel and Nebula into the equation, as the damage mitigation cd is a tank staple. Maybe if Shadow Wall had an additional effect it wouldn't be an issue.

    TBN/Thrill- I disagree that these two are the parallel, Nascent/Raw Intuition is the parallel here. These are the "short term cds that can also be used on someone else" and even then they function incredibly different. TBN is still the superior one outside of large aoe pulls (where the warrior can make themselves immortal off the self healing) Thrill's parallel is Dark Mind (the short 60 sec/90 sec "gimmick" cooldown each tank possess). In which case I consider Thrill to be the more generally useful one.

    My tl;dr is this, I personally don't consider different methods of achieving the same goal to equal "the classes are the exact same" I do absolutely agree that Delirium is identical to Inner Release, but I disagree that every other element of drk and warrior are "perfect clones" of one another outside of the tank staples that you risk bringing PLD and GNB into the equation over..
    (2)

  4. #4
    Player
    WhyAmIHere's Avatar
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    Mute Shellback
    World
    Behemoth
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    Gunbreaker Lv 100
    Quote Originally Posted by Brandedblade View Post
    Delirium- I'll give you that one because I don't disagree

    Blood Weapon-I struggle to agree on the basis that I do consider Edge/Flood different enough from Fel Cleave/Decimation to not agree. Infuriate frontloads it's effect and even upgrades the attack even further. Blood Weapon basically mean "After 4-5 hits I can do an extra OGCD attack"

    E/FoS/Storm's Eye- I again disagree here. You contradict yourself here by comparing Blood Weapon and Infuriate as one in the same. In addition, War has more ways to maintain the Storm's eye buff and is required to execute a GCD to apply it to themselves initially. Whereas DRK is triggering it through OGCD attacks that they have to maintain their MP to use.

    Abyssal Drain/Equilibrium- AD is better in AoE/Equilibrium in Single Target. but even then they work differently outside of both being oGCDs with a 60 sec recast.

    LD/Holmgang- Again, they work in different ways, different enough that I do consider them to be different, the only thing they have in common is that proper use of them stops the tank from dying.

    Shadow Wall/Vengeance- True, but this one risks the slippery slope of brining Sentinel and Nebula into the equation, as the damage mitigation cd is a tank staple. Maybe if Shadow Wall had an additional effect it wouldn't be an issue.

    TBN/Thrill- I disagree that these two are the parallel, Nascent/Raw Intuition is the parallel here. These are the "short term cds that can also be used on someone else" and even then they function incredibly different. TBN is still the superior one outside of large aoe pulls (where the warrior can make themselves immortal off the self healing) Thrill's parallel is Dark Mind (the short 60 sec/90 sec "gimmick" cooldown each tank possess). In which case I consider Thrill to be the more generally useful one.

    My tl;dr is this, I personally don't consider different methods of achieving the same goal to equal "the classes are the exact same" I do absolutely agree that Delirium is identical to Inner Release, but I disagree that every other element of drk and warrior are "perfect clones" of one another outside of the tank staples that you risk bringing PLD and GNB into the equation over..
    1) good.
    2) You're missing resources. Infuriate gives 50 gauge, enough for a fell cleave/decimate or whatever the "upgraded" skills are called. BW, if all 5 GCDs hit under it, gives you 50 gauge and 3k MP, enough for an E/FoS and Bloodspiller. so "press button, get resource for 50-cost gauge spender" versus "press button, hope to get resources for 50-cost gauge spender + oGCD damage buff extender."
    3) ...what ways other than AoE, and IR does WAR have to upkeep storms eye... other than reapplying it through that combo? That besides the parallel is "do damage, get damage up buff." that's kinda the whole point I was making in saying "A is B except for [reasons]."
    4) AD being better in AoE doesn't mean EQ is "better" in single target in comparison. EQ is always good. AD is only good in AoE. by that logic "press button, get healed" EQ wins out. 1200 potency heal versus "200 potency per enemy hit (if i remember right)," you tell me which has more usability.
    5) LD/Hg are in their own category by triggering effect, as much as I pair HG and Super. The former two have "when your HP hits 1 or less, instead of death, stay alive." The latter two are "take 0 damage," with HG having the longer recast, and super having the "but go to 1HP first" condition. However where WAR's invuln is just "for 8s, you cannot be killed," DRK's is "for up to 10s, you cannot be killed, but if you don't receive healing equal to your health in the duration, just die anyways."
    6) Agreed. Vengeance should lose the thorns effect, IMO. Or give every tank that thorns effect. I think it's stupid WAR's 30% mitigation gets a lil bonus nub that's only been kept on as a legacy thing, not for any practical purpose.
    7) admittedly it's a hot take, but it's also a bit of a PITA to explain my already flawed logic on this. For me it's a matter of who TBN is used on. If it's used on yourself is where I'd like to compare it to ToB. But I know what you're saying is also the general consensus, plus it does make sense. IDK for me trying to compare TBN to what other tanks have is an annoying thing. "NF is a two-way heal! TBN is a big bubble with a cost; but if it breaks free E/FoS!" Meh.

    Of course they aren't perfect clones. But you cannot say a banana and a plantain don't look like the same thing but are different things. That's what I'm saying.
    (1)

  5. #5
    Player
    Brandedblade's Avatar
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    Limsa Lominsa
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    Gunther Frey
    World
    Balmung
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    Scholar Lv 90
    Quote Originally Posted by WhyAmIHere View Post
    snip
    Again I consider "Frontload your resources + Upgrade the spender" and "Build additional resources over several hits to use another OGCD attack" different enough for it too matter. Not to mention using your spenders lower Infuriates CD whereas Blood Weapon is always a fixed amount.

    And once more I consider "Use GCDs+ Your burst Cooldown to maintain a damage buff" and "Passively maintain your damage by using your MP efficiently" to be different enough to matter.

    Living Dead being a convoluted mess of a skill is exactly what makes it different enough from Holmgang for me to not consider them perfect copies of one another, War is simple but has a shorter duration, DRK has a longer potential duration but has the convoluted "must be healed to full" effect to compensate.

    I still disagree strongly with the ToB vs TBN thing. Even if the most effective method of using TBN is on yourself in most situations, the fact you can place it on others ultimately makes it more parallel to Nascent Flash then it does ToB. While yes, ToB and TBN share the effect of mitigating damage via increasing max HP, they do it in ways that are different enough for me to consider them different skills.

    That's ultimately where I lie on the matter. I do not consider DRK and WAR so similar as to be clones of one another because what similarities they have outside of Delirium and Inner Release and the Beast/Blood Gauge are more then different enough to matter. and even then, Warrior builds it's Beast Gauge faster then DRK does with Blood and has OGCDs that spend it. Whereas DRK only has Bloodspiller/Quietus and Living Shadow (once every two minutes) to use it on.
    (5)
    Last edited by Brandedblade; 05-12-2021 at 01:42 AM. Reason: Forgot Living shadow

  6. #6
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,982
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by WhyAmIHere View Post
    nope. If you're gonna go down that route of "A is B, but only because of [conditional], then they're more alike/identical than you think.
    Here I'll go down the list

    Del is IR, except no D.Crit.
    Blood Wep is Infuriate, except over 5 (if youre lucky) GCDs instead of all at once.
    E/FoS is Storms Eye, except one's a GCD combo finisher and the other's an oGCD.
    Abyssal Drain is Equilibrium, except way worse.
    Living Dead is Holmgang, except LD is garbage. (i.e. both trigger a "when <1HP, don't die" thing. It's just LD is garbage because of the kill gimmick.)
    Shadow Wall is Vengeance, except no thorns bonus damage.
    hot take incoming: TBN is Thrill, except for once TBN upfront is better.

    I'm not disagreeing there but the same can be done for Paladin, which honestly shows a certain lack of diverse tank design imo.


    Requiescat is just IR, except you press a different button at the end.
    Sword Oath is just Infuriate, except for the next 3 GCDs instead of the next 1 GCD.
    FoF is just Storms Eye, except an oGCD.
    Clemency is just Equilibrium, except way worse with an attached cost and a wasted GCD.
    Divine Veil is like Shake it Off, except worse.
    Sentinel is like Vengeance, except no thorns.
    Shelltron is like Raw Intuition, except kinda worse because it gets ignored by critical hits.


    PLD sets itself apart in the sequence those abilities are executed but just from a design standpoint they are rather similar.
    And I would probably compare TBN with Nascent Flash instead of Thrill, similar low cooldown but one absorbs the damage while the other heals the damage.


    Quote Originally Posted by Brandedblade View Post
    TBN is still the superior one outside of large aoe pulls (where the warrior can make themselves immortal off the self healing)
    I'd argue that it isn't, or that it atleast wasn't until the current raid tier (because I don't even know the current HP values in BiS gear). Sure TBN is an incredible absorb shield but in terms of "damage that doesn't need to be healed" Nascent Flash would be ahead. TBN is only dps neutral if you take enough damage to pop the shield which limits it to specific attacks (granted it can most likely be popped by autos in the current tier). Nascent Flash on the other hand doesn't come with any potential dps loss, heals more damage on average than TBN absorbs (this is based on previous HP and warrior damage values) and because it doesn't come with a cost attached can be used more freely, only limited by your own rotation if you want to maximize your HP gain.


    Now you could argue that TBN is vastly ahead of NF in cases where the attack would otherwise kill you but I can't remember a single fight in E1-E8s where I had to use Raw Intuition to survive a mechanic, which would mean a DRK wouldn't have had to use TBN to survive it either.


    They seriously need to give Dark Knight more of an identity than "hehe, big shield"
    (4)
    Last edited by Absurdity; 05-09-2021 at 03:15 PM.

  7. #7
    Player
    shao32's Avatar
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    Apr 2015
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    arcadis
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    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Brandedblade View Post
    snip
    WAR and DRK are consider clones bcs they GCD gameplay is basically the same, both tanks spend their time spaming 1 combo with a ocasional Fell cleave/Bloodspiller until inner delirium spam, Bloodspiller is basically Fell cleave and Quietus is Decimate and since this comform the vast majority of both jobs gameplay i hope you can see why ppl are very upset with that.

    Think right now apart of they GCD gameplay being basically the same, (yeah WAR have a diferent combo finish every 30s but they spam most of the time Storm path), the rage system and the blood system is exactly the same, Darkside and storm eye damage buff are the same, blood weapon and infuriate fullfill the same purpose of grant 1 fell cleave with some diferences and the only real diferences betwen both tanks right now is that WAR personal mechanics grant him more fell cleaves and DRK lack of any mechanics just make it have a oGCD spam fest every 60s on top of his obvious copy paste gameplay experience bcs raid buffs, so they are more than Delirium copy Inner release if you look at it.
    (5)
    Last edited by shao32; 05-09-2021 at 11:09 PM. Reason: grammar sorry