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  1. #21
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Awareness is realllllly bad and the fact that it takes up a trait is worse. Bosses in 2nd Coil can crit and Awareness is still bad. If they want to add crit reduction to tanks it should be on gear through a stat. Call it Awareness or something.

    Also for paladin cross-class in level sync I'd probably go Foresight > Fracture > Stoneskin > Whatever. If you go low enough (like Sastasha) you can slot Cure in if you feel like it as well.
    (1)

  2. #22
    Player
    Instrumentality's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    413
    Character
    Eureka Evergarden
    World
    Excalibur
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Kitru View Post
    I, personally, don't mind being crit as a tank because it leads to a level of unpredictability in incoming damage rate which makes it more interesting to heal. The problem is less so in being crit and moreso in the fact that crits are so rare that you can go entire fights without ever being crit. If crits actually occurred more often, they would actually have to be accounted for by both the players and the devs (which also means decreasing planned spike hits so that you don't have RNG gibs).
    Underlined is why I said as a tank. As a tank I want the smoothest possible damage income minimized as much as possible by mitigating abilities. RNG damage is the opposite of that, so I don't want it.
    (1)
    My life while tanking is an existential hell from which there is no escape.

  3. #23
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Marxam View Post
    Kitru would you mind sharing some of the sources that you have gained info on.
    My sources are basically in game numbers. If I'm not sure on something, I go in game and check it.

    As to numbers/math (outside of groups), Second Wind heals me for ~530. Mantra has the same CD, which means that it takes 10.5k healing (530 / .05) over the 6 GCDs it's active in order for the two to break even. Even though that's never really going to happen to you personally without a pair of healers spamming their big heals into you (does happen on some fights though), you still get partial returns pretty easily and, because it's a low number, it's got a lower chance of being eaten by overhealing. For every additional target you get with it though, the returns get much higher.

    It's most apt to say that Second Wind contributes more to the tank from a raw hp/sec standpoint, but from an effective contribution standpoint (total benefit to the raid, with overhealing accounted for), I would still say that Mantra is going to win out in a vast majority of cases (overhealing is going to be the biggest factor most often; all it takes is your healer/s overhealing you by ~500, which can be as little as a Regen tick, soon after you use it to basically render that Second Wind wasted; because it's distributed over 15 seconds, your healers basically have to continually overheal you for Mantra to be wasted; also Mantra buffs Adloq, which means that contribution is never wasted) but that's mostly based upon personal preference/use (if you only wait til you're low enough that SW won't turn heals into overheal, you're dramatically reducing its contribution over time) and your healers. In any fight where you're going to get by significant predictable AoEs (all of the EX primals, t2, t5), though, Mantra wins outright.

    Neither is a particularly impressive ability, so the argument is largely pointless because the decision is made upon preference more than performance. I take Mantra mainly because I consider that 530 heal (less that I get out of an IB and only marginally more than a couple SPs) to not be worth the slot when I could get a similar level of value for myself (reliably, that is) as well as my group.
    (0)
    Last edited by Kitru; 04-30-2014 at 09:04 AM. Reason: derp calculator

  4. #24
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Kitru View Post
    snip
    (530 / .05) is 10.6k.

    It's not difficult for the extra healing from Mantra to exceed the amount healed by Second Wind, but a real comparison between the two needs to be more than mathematical. Actual applications of each skill need to be considered.

    Personally, I don't really see Second Wind and Mantra as "a skill that heals X damage" and "a skill that increases healing". I see it more as "a skill that increases your effective HP during a burst sequence" and "a skill that helps healers stabilize in intense healing situations". Because they serve totally different purposes, their value can't simply be compared to each other using the same metric (total HP was gained).

    Mantra is good vs Rafflesia, but pretty lousy vs Melusine.
    Second Wind is good vs NDD, but pretty lousy vs Rafflesia.
    (0)

  5. #25
    Player
    Citizen_Thom's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Talking Crow
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rextab View Post
    For my Paladin I use the following cross class abilities. I have them in this order of availability.
    Fracture (for bleeds to maintain aggro on off targets)
    Bloodbath (paired with Fight or Flight for self heals)
    Foresight (for an extra 20% def cooldown. i can stack with rampart if need be)
    Mercy Stroke (for finishing off mobs/boss burndowns)
    Stoneskin (just in case i need to use it. usually dont need it in groups)

    Any change in availability (due to level sync). Any alternate ability suggestions?
    What lvl to I need to get Marauder to for Mercy Stroke?

    I use:
    Stoneskin
    Foresight
    Bloodbath

    I have Raise, Protect, but they're just extras because I didn't know of any other cross skills to replace them with.
    (0)

  6. #26
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kitru View Post
    My sources are basically in game numbers. If I'm not sure on something, I go in game and check it.
    Damn I was afraid you would say that. I do that too if I feel the need to compare gears I just hit the dummies in coerthas. Oh well I'll just have to wait for some japanese guy with a lot of time to to test skills 1000 times and post it on reddit or some other forum. Thanks anyways.
    (0)

  7. #27
    Player
    Rextab's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Kitana Rass
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Citizen_Thom View Post
    What lvl to I need to get Marauder to for Mercy Stroke?

    I use:
    Stoneskin
    Foresight
    Bloodbath

    I have Raise, Protect, but they're just extras because I didn't know of any other cross skills to replace them with.
    marauder gets mercy stroke at 26.
    it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.

    here is the ability description.
    Cast: Recast: Range: Radius:
    Instant 90s 3y 0y
    Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.


    raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.
    (0)
    Last edited by Rextab; 04-30-2014 at 09:29 PM.

  8. #28
    Player
    Vaala's Avatar
    Join Date
    Aug 2013
    Posts
    43
    Character
    V'aala Ichi
    World
    Jenova
    Main Class
    Ninja Lv 70
    I skipped after page 1, but my personal defense for Flash still being on my bar is that for times when you need to buy an extra second or two to line up/gather adds for overpower to do the real work. The 360 degree aspect is what I use it for more than anything. Yes I know Steel Cyclone does the same, but I can hit flash once or twice as I'm moving to position, where Steel Cyclone I want to be 99% sure to hit everyone.

    More applicable to speed runs, and when I do content that doesn't require that sort of gathering of mobs I do remove it, but even without being as strong as SC/Overpower and not something to rely on for hate, it still has it's uses.
    (0)

  9. #29
    Player
    Citizen_Thom's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Talking Crow
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Rextab View Post
    marauder gets mercy stroke at 26.
    it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.

    here is the ability description.
    Cast: Recast: Range: Radius:
    Instant 90s 3y 0y
    Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.


    raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.


    I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
    (0)

  10. #30
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Citizen_Thom View Post
    I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
    It would be too large of a DPS increase at that point; if it were a guaranteed heal, it would also be too large of a heal. It's a 200 potency attack that WARs get every 40 seconds (16 GCDs), which is a 12.5 potency/GCD increase for the final burn. It might not seem like much, but it's a ~4.2% increase to your DPS for that period (WARs manage ~300 pot/GCD without factoring in damage multipliers like Maim and SE). Reducing it to 30 seconds as an additional would bring it up to 16.67 pot/GCD ~5.5% increase as an additional ability while also necessitating some significant buff for it to WARs, which means that it would provide a similar offensive benefit as the pure genertic DPS additionals (IR provides a ~1.2% increase in damage for everyone but PLD; it's slightly more for PLD) while simultaneously providing greater burst when you need it (since it's loaded on the final kill portion when you most often need the big deeps to deal with final phase mechanics) on top of healing utility.

    The problem with Mercy Stroke isn't that it isn't up often enough, doesn't heal for enough, or doesn't do enough damage. The problem is that it requires such precision timing on its use to get the heal from it that the heal might as well not exist. The "fix" for this would be having it throw a debuff on the target that lasts for a tiny period (~2-3 seconds) that heals you if the target dies while it's affected. That way you'd still have to be precise in its use to get the heal but you'd actually stand a real chance of getting the heal. If the devs wanted to reward precision especially, they could reduce the debuff heal to 10% such that you get more with the kill but at least get *something* if you use it right before it dies.
    (1)

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