
Originally Posted by
Mimilu
And my responses:
- Abyss: The only problem with taking the load off of stunning for a tank is that monsters gain an immunity to stun if you use it too often. Additionally, as a DPS in a party, you should rarely get attacked, seeing as the main and off tanks should be grabbing enemies (unless you have only one tank, which is usually when you know the trash in the fight can be easily DPSed). Looking from a Tank perspective, Stuns need to happen at the right time, stunning the enemy when they are using an attack that is bad for the party. Having to wait for the enemy to use a Stun skill wouldn't at all be productive. I already made it so that it makes the next attack will be a stun, i'ts not a situational counter anymore
- Timber: What I mean is that you, as a melee DPS, have nothing to fear when silenced. This protection is being wasted on a class/job that doesn't need it. Also, from a tanking perspective, it's similar to stunning, you need to silence at the right time, when the enemy is using a magical attack. You need to be able to control it. I did the same thing as what i did to the above skill
- Haste Makes Waste: But then that means your counters via Nothing Ventured and Before Swine will be wasted quicker and then you're left with a monster that can hit faster In a DPS perspective, this would be bad for everyone that is not a Samurai as they have no way to counter back. You make a good point do you have any ideas for fixing it
- Counter Damage Reduction: As a Tank, this is fine but for DPS, it makes you too buff. Think if Dragoons had access to multiple versions of Rampart, then we wouldn't have the concept of a loldrg. Melee need the threat of damage to balance out their ability to out-DPS tanks. Additionally, Healers are fully aware of how much damage a Melee DPS can rake up. :B Well I made it 100% now.