This entirely, if anything I think they need to remove ALL tank self healing and designate a self healing style to 1 tank while reducing the number of mitigations it has compared to other tanks. So they get at least some unique flair back into this role.
Well I'd say WAR's already got dibs on that but especially with 6.1 PLD's not too far behind. Thought it was funny they thought it needed even more self-healing tbh.
To be fair, thematically PLD SHOULD be the tank with the most heals being a Holy Warrior and all.
Just my opinion of course, and yes I do still love my Unga Bunga WAR just don't see why it needs all that healing thematically.
If anything boosting it's damage reduction would have made more sense, shrugging off damage with anger and force of will.
The menacing aura of every Lalafell.
The idea of Warrior increasing its max HP as his way of mitigating damage was quite fun to me in concept. Though I imagine how it would make it fairly hard to heal when the healer's spells aren't % based.
So I imagine self heal is a close second, though barrier would fit the "temp HP" idea too. But then what to make of DRK for their defensive quirk ?
Very often all types of defense can be made to fit one of the tanks, or at least several of them. I kind of liked the idea of:
PLD: Strong flat damage mitigation+blocking, and on demand powerful healing (so little to none heal attached to DPS rotation)
WAR: Buffed max HP, be it via trait and/or defensive cooldowns, and self heal during burst. (big anger contract muscles into stopping bleeding)
DRK: Self protection through dark magic, barriers and negative effects against ennemies (damage down, blind, slow and barriers on himself)
GNB: Versatile all rounder, has some healing/regen, bits of barrier, some block/parry skills.
Of course I know some of those aren't possible anymore xD
When WAR was an HP tank, they had a buff associated with defiance (if i remember correctly) that passively increased the healing they received. So healing a WAR back up to full wasn't as hard as you might think (outside cleric stance XD). I've always held hope that they'd bring back tank identity cause tanking back in HW was so much for fun and rewarding.The idea of Warrior increasing its max HP as his way of mitigating damage was quite fun to me in concept. Though I imagine how it would make it fairly hard to heal when the healer's spells aren't % based.
So I imagine self heal is a close second, though barrier would fit the "temp HP" idea too. But then what to make of DRK for their defensive quirk ?
Very often all types of defense can be made to fit one of the tanks, or at least several of them. I kind of liked the idea of:
PLD: Strong flat damage mitigation+blocking, and on demand powerful healing (so little to none heal attached to DPS rotation)
WAR: Buffed max HP, be it via trait and/or defensive cooldowns, and self heal during burst. (big anger contract muscles into stopping bleeding)
DRK: Self protection through dark magic, barriers and negative effects against ennemies (damage down, blind, slow and barriers on himself)
GNB: Versatile all rounder, has some healing/regen, bits of barrier, some block/parry skills.
Of course I know some of those aren't possible anymore xD
Oh, that's neat that they had thought of that.
Then yeah, go for it.
DRK applying debuff might be too strong but then just make it "target's damage inflincted to you or someone affected by TBN is reduced by 15% for 10 seconds" and stuff like that. Blind and slow likely won't be useful against stuff other than adds but still ! That would be a neat advantage for add phases and 24 man raids with lots of trashmobs.
What would be more fun with dark knight would to be bring back Dark Arts and instead of flood/edge spam, use mana instead to augment skills with dark arts. Dark arts abyssal drain spam made DRK the self heal tank back in the day and felt awesome stealing health from mobs to keep yourself up. TBN was always fine the way it is, but they took away everything else fun the DRK used to have that made it fun/interesting to play. Thats why alot of us old school DRK mains are always complaining of the current state of the classOh, that's neat that they had thought of that.
Then yeah, go for it.
DRK applying debuff might be too strong but then just make it "target's damage inflincted to you or someone affected by TBN is reduced by 15% for 10 seconds" and stuff like that. Blind and slow likely won't be useful against stuff other than adds but still ! That would be a neat advantage for add phases and 24 man raids with lots of trashmobs.
Last edited by Kniteroad; 04-25-2022 at 11:47 PM.
Oh yeah I totally aggree.
That really depends.
Does the non-DA form of the skill just end up feeling neutered and half-assed, while the DA form seems the norm? Can you find a way to limit usage enough, and create enough variation in effect in the DA additions relative to their base forms as to make them appealing without seeming obligatory?
Otherwise... it's just a spammy apm tax that makes core skills less responsive.
Don't get me wrong; I'd love a good implementation of DA. We just haven't seen one yet. HW's was almost there. StB's was far from it, though perhaps much of that can be blamed on surrounding factors.
DA versions should bring utility instead of potency. And maybe in rare cases some potency, but really in rare cases. (like saving it for party buff window etc)
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