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  1. #9
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Hachiko View Post
    Convalescence is functionally a pro-active cooldown.
    I think we are not on the same page about what is meant by proactive versus reactive. Think of the tank cycle as this:

    [damage taken] -> [damage healed] -> [damage taken] -> [damage healed] -> ...

    Proactive abilities act on the [damage taken] cycle. They are enacted before an enemy hits you, or they have no effect. Reactive abilities act on the [damage healed] cycle. They have are enacted after an enemy hits you, or they have no effect. A few abilities, like Thrill of Battle or Stoneskin, are a bit of both: they will have an effect when enacted any time. Bloodbath, Mercy Stroke, Storm's Path, Inner Beast, Convalesce, Defiance's recovery stacks, Second Wind, and Mantra will not have an effect before you are hit because you can't heal what hasn't been hit. You may enact the ability beforehand, but that is not relevant -- the timing of the effect is the essential element, and in the case of +healing buffs, the effect is post-damage.

    You certainly could consider it as a impact-by-rate, though, and PLD is easily 98% proactive while WAR is easily 95% reactive. I don't think it's all that hard to divine design intent from that sort of dichotomy.

    //EDIT: Also, I want to quickly expound the implications of this and how they point to at least one obvious fix for WAR. Let's say WAR heals for 40% of it's max HP, which would be balanced with PLD's Sentinel. However, with identical eHP, PLD is flat-out better. Take this example.

    ->Scaryguy Readies Big Honkin' Hammer
    ->PLD uses Sentinel
    ->Scaryguy hits PLD for 60% of PLD's max HP!

    PLD reduces the damage by 40% and survives easily. Now, WAR doesn't get that. Instead,

    ->Scaryguy Readies Big Honkin' Hammer
    ->WAR stares him down, eager to hit back!
    ->Scaryguy hits WAR for 100% of WAR's max HP!
    ->WAR dies.

    Even though WAR could have healed it back, WAR is dead because its abilities are reactive rather than proactive. This is why WAR must have a considerable eHP advantage over PLD. At this time, PLD has identical eHP to WAR. This is just flat-out broken.
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    Last edited by Gamemako; 10-05-2013 at 08:41 AM.