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  1. #1
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70

    How was tanking in 1.0 compared to 2.x ?

    Hello all,

    I've been playing 2.0 since launch as a Tank (WAR/PLD 50) and I really like the role (WAR being my preferred class).
    I just wanted to ask feedback from Legacy players on how tanks were different back in 1.0.

    1.0 Steel cyclone is often mentioned (and I would have loved to have it in FFXIV:ARR along with 2.0 IB) but I wanted to know if there was other key difference for both WAR and PLD (rotation? CD? weaponskills? synergy with healers?).
    Would love to hear more since it's hard to find information on 1.0.
    Legacy players, please share your experience :-)

    Thank you !
    (0)

  2. #2
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    You'll have to keep in mind that the game changed drastically after the 1.19 patch. Before that, every class could use every ability in the game. There were a certain combination of skills that were desirable for tanks but you essentially had to level everything to 50 almost.

    After the 1.19 changes and going into ARR, Paladin probably changed the most. They used to have the innate ability to cure (Succor, Divine Veil) but that was more or less taken away and replaced with other threat moves. They also had a cross class ability from Conjurer that let them cast AoE Cure/Stoneskin if needed.

    The abilities in 1.0 were much more cooldown oriented than they are now. Steel Cyclone was part of a 3 ability combo and then there were two other combos you could use while that three step combo was coming off cooldown.

    The biggest change? Just the reworking of the game code and UI. Fighting in that game was so sluggish. Everything is so much more responsive now. Before I felt like the UI was holding me back, but that's no longer the case.

    If you go on Youtube and look up Nael van Darnus or The Raven Nevermore you might be able to find some videos from a tanking perspective of the hardest fight in the game.
    (1)
    Last edited by Orophin; 01-11-2014 at 02:24 AM.

  3. #3
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    In 1.0, pre 1.18ish, as Orophin said, any player could virtually learn any ability and even use traits from other classes.

    The Marauder may have had an Intimidation trait that increases enmity.
    The Pugilist may have had an increased healing received trait (that may have been broken).

    A Gladiator may learn a handful of abilities such as Obsess, that helped him generate enmity and mitigate damage toward one target such as a strong foe, but lowered his defense against other enemies.

    A Marauder who was stationary gained a buff called Steadfast, which if I'm not mistaken, increased his parry rate and caused several of his single target attacks to become cone attacks (Skull Sunder and Brutal Swing) and thus secure multiple mobs, but positioning was key since moving would remove this Steadfast buff.

    Anyone who was supra-serious about tanking would grab as many enmity and mitigation abilities from each class and couple up the traits where they could. They might also allocate their attributes toward Vitality, as back then, it appeared to affect max HP and physical defense. A lot of folks would just eat magic attacks instead.

    Even casters who developed their shield arm could generate lots of enmity and keep themselves sustained. A conjurer or thaumaturge might blast enemies with an initial AoE attack or debuff, use Sentinel/shield abilities to defend themself, then heal themselves while relying on Shock Spikes and other counter damage to take down enemies. Most mages that I came across did not invest in Vitality with the intent to tank. They usually wanted their spells to kill enemies before needing to take a beating.

    There was no enmity bar and it was uncertain how much enmity some moves performed or how far ahead the tank was. Many players were encouraged to have some self sustaining abilities such as Second Wind, Cure or Sacrifice, in addition to some enmity management like Decoy and Quelling Strikes. Self-healing and mitigation abilities were pretty potent and it reduced the need for a dedicated party healer. Oh yeah, and casters could run and cast without canceling their spell, which probably was pretty overpowered.

    Couldn't advise you on 1.18+ tanking. I do recall an enmity blinker by then letting you know if you were getting close to taking enmity.
    (2)
    Last edited by Fiosha_Maureiba; 01-11-2014 at 04:05 AM.

  4. #4
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Animation lock. Animation lock for every single WS and CD in the game. Dodging AoE required that you predict it and not get caught doing anything when it goes off. Enmity generation was not nearly as strong as it is in 2.0. Well-geared DDs would actually pull hate if you messed up or whiffed your enmity combo. Balancing dodging, enmity generation, damage reduction, and max damage output required a fair amount of foresight and planning.

    THM was the best tank in the game pre 1.18 thanks to Emulate, Shield Skills, Punishing Barbs, and self heals. Basically anyone with all 50s could tank better than everyone else because of all the cross-class abilities (could equip 15-20 actions with very few limitations). After 1.20, all classes basically had 3-4 different combo routes tied to long cooldowns that forced you to use all of them.

    PLD had Riot Blade which was a potent Def down debuff that had to be executed from behind. It also had Phalanx instead of Shield Swipe, but instead of inflicting Pacification it increased enmity and combo'd into Spirits Within. PLD could heal itself and others with Holy Succor, which was basically Cure 1.5. Aegis Boon could nullify any single-target weaponskill or auto-attack and healed you when activated on reaction. Cover was actually useful since it worked at long range and restored MP based on damage received.

    WAR steel cyclone was probably just as OP as you've heard. It was the second strongest AoE next to Flare. It healed you for damage dealt on crit so doing it in a pack of 5-6 mobs would heal you for 2-3k. It had a 30 second cooldown. WAR's defensive stance was called Rampage and was used 90% of the time because it buffed Parry and Steel Cyclone. The Berserk stance required buildup to see a slight increase in single target damage. Since WAR always tanked or had to AoE something, most people never used it.

    Until jobs were introduced, GLA > MRD because GLA had access to shield skills. When jobs came out in 1.20, WAR >>> PLD until 1.23 when PLD eventually gained the ability to block weapon skills, avoid casting interruption, and nullify additional effects on shield block among other things. Still, the only time PLD was clearly superior to WAR was the Nael Van Darnus fight. WAR generally did everything else faster and more efficiently due to higher damage output.

    HP > Acc > Enm+ > STR > VIT(WAR)/MND(PLD)
    (2)
    Last edited by kro; 01-11-2014 at 06:21 AM.

  5. #5
    Player
    Auron_Wolf's Avatar
    Join Date
    Aug 2013
    Location
    En algún lugar del Mundo
    Posts
    151
    Character
    Auron Wolf
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    (0)
    Si hablas español este post es importante para ti: http://bit.ly/1vZI4Gc

  6. #6
    Player
    Synestra's Avatar
    Join Date
    Oct 2013
    Posts
    1,071
    Character
    Nel Synestra
    World
    Moogle
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Orophin View Post
    They also had a cross class ability from Conjurer that let them cast AoE Cure/Stoneskin if needed.
    Would love to have this kind of utility now

    I hope we will see some kind of PLD patch in future, lacking holy side of PLD makes it pretty dull class specially when off-tanking.

    PS: Charge like skill for both tanks should also be added in-game.
    (1)

  7. #7
    Player
    Skoltnik's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    111
    Character
    Hego Damask
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Auron_Wolf View Post
    boy am i glad the game is the way it is now and not like that anymore... so boring.
    (3)

  8. #8
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Around original launch time frame (at least up through the first batch or two of NMs), buffing was significantly more aggro than anything else you could do in the game. I remember tanking Uraeus without ever attacking him, just by standing there spamming buffs on my PGL. Oh, also, PGL was an evade-tank.
    (0)

  9. #9
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Thank you all, it's really appreciated!
    It actually sounds appealing, especially the among of flexibility/customization possible.
    But then, I saw the video and it feel sooo static (I love how fight stance look so casual for WAR/DRG)....
    They really changed the game and animation by quite a bit...
    (0)

  10. #10
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    As someone who never played 1.0 I gotta say the UI looks really beautiful. Those accented edges and gold lining really make it feel like a "Fantasy" game. That being said holy %$#@ is that ever slow. I kind of wish that in future patches they would release these bosses in a secret dungeon similar to KH2:FM (where you can fight a remastered version of the Organization XIII). It would help give insight into what happened during 1.0 in small flashbacks (Echo) upon beating a said boss.
    (0)

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