

But.. why?Personally, I would buff all non-short damage mitigation cooldowns with double duration, halved recast timers, and up 3 charges. Yes this includes tank invulns, and yes I am aware that the devs would need to balance bosses around potentially 4 tank invunls every 5 minutes or so, but that could easily be balanced around 1 or 2 tank invulns ever 2 minutes.
At that point DR is essentially passive, so you could just give tanks a trait that they take 20% or so less damage on top of what exists, and produce the same effect?

It's only 100% uptime if the tank is constantly taking heavy damage from JUST auto-attacks... also we already have a trait that is a 20% damage reduction passive that isn't even noticeable most of the time...
I agree with removing damage from gap closers
it's bad game design
I think there should be more CC in the game but only if dungeons actually require the use of it
Make mobs have dangerous casts that need to be stunned/interrupted and stuff

I agree that should also be more CC on tanks... BUT White Mage just breaks dungeons with its AoE stun so good luck adding more CC to tanks when White Mage has the best CC in the game...
As for damaging gap closers... Just make them the combo finisher of a ranged target AoE combo... problem solved...


Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.
On that note, the game needs a way to see CC immunity/reductions. I would propose:
* New debuff icon (not buff!), same basic shape/icon as the actual CC.
* Blue or green background instead of red.
* Duration is always 15s from last CC expiring.
* For CC where the reduction increases in intensity, it has 1-3 stacks. For immediately-immune CCs like my stun idea above, it just has a single stack, no number at all.
* Basically you can never have the red and the blue icon at the same time, and it keeps the location in the debuff row. On the red icon (the actual CC) dropping, it gets replaced with the corresponding blue icon, and if you re-apply the CC, it replaces the blue icon again before on dropping that one comes back with another stack.
Last edited by Carighan; 09-08-2025 at 06:11 PM.
Far better just to decouple WHM's stun from it's aoe damage. Give WHMs the choice of when to stun instead of forcing stun immunity just to do dps because that's not fair for anyone involved.Easily solved since we have CC immunity timers already, conceptually. Stun just needs to be a more aggressive one (either 100% -> 50% -> immune, or even better, split CCs into full and partial, full CCs like Stun go 100% -> immune for 15s while partial ones like root go 100% -> 50% -> 25% -> immune). That way White Mage gets to keep their "big thing" but also we can have meaningful CC on other classes.


This would change nothing for the issue at hand. WHM stun would still be superior and hence still be used in dungeons.
Noticeable against what? Remembering that incoming damage to the tank is going to be scaled based on the fact that the tanks have that 20% passive mitigation, you cannot just compare the damage a tank takes to itself.
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