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  1. #27
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Vatom View Post

    But sir the equivalent was just part of the question. If I might annoy you a bit. Do that it should be removed or that other tanks should have something with it (for a lack of words) potential? Also a personal question, I do apologize this seems off topic but it does affect my outlook. What about PLD pass block?
    I am sure many have given their take before me, but I'll oblige.

    I think Clemency should stay. We have reached a good point in Paladin's damage flow that you can comfortably fit in Clemency at the cost of one damage GCD without misaligning your whole damage window under Fight or Flight, as well as most GCD actions no longer breaking combos (spells + ranged attacks).

    Clemency does not make Paladin an automatically better tank than the other three, but it lets them do things others possibly cannot and I think it is good that way. It costs damage over the course of a time-limited fight, so it is fine. The other tanks have other things they can utilize that PLD can't as well.
    • WAR has the most amount of dashes that can be stocked up for specific purposes (3x Onslaught + Primal Rend)
    • DRK can dish out three 1-target mitigations to diff. allies (2x Oblation, 1x TBN) and has the shortest CDs, especially vs magic
    • GNB arguably is the most flat here. They have a "2nd Rampart" in Camouflage and can grant regens independent of mitigation
    Personally I think it would be cooler if tanks had more unique things going for them... other than Warrior's Holmgang possibly negating the need to have two tanks for multiple mechanics per fight. Thank you 240s CD /s.

    As for Pass Block, I assume you mean Passage of Arms having 100% block rate. Honestly completely fine to have, for self-mitigation you will almost never use it, but when you do there is a fun property about blocking that makes it better than normal mitigation.

    Whenever you take damage, the calculation checks various effects going off and checks the results after the math as well. Based on what I experienced so far, this means the following:
    • True invulns (Hallowed Ground, Superbolide) get checked super early, which is why we feel cheated despite having used them "early".
    • Standard mitigation (Rampart, for example) gets checked after, making it faster than true invulns
    • Mechanical mitigation (Block, Parry) or mechanics preventing it (Critical Hit taken) get checked after this, which is why you can press Bulwark / Passage quite late and it still will count the Block.

      EDIT/NOTE: As far as I recall from Abyssos raids, this type of mitigation does NOT reduce damage taken from DOTs applied (poisons, etc)
    • Survival invulns (Holmgang, Living Dead) are checked after damage is calculated to interfere with setting a death flag on the player. This is why you can use them EXTREMELY late and it still counts.

    All in all, Clemency + Passage are fine. I'd personally prefer more unique things about the other tanks rather than homogenization juice leaking out of all pipes.
    (4)
    Last edited by Reinhardt_Azureheim; 05-05-2024 at 04:50 PM.