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  1. #1
    Player
    SerahMuril's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Serah Muril
    World
    Siren
    Main Class
    Pugilist Lv 52

    Proposed changes to Tank jobs

    Firstly I just want to say WAR is fine it doesn't need changes (I do not play WAR I have a lvl 60 PLD and DRK).

    PLD I personally feel with current gear has massive TP issues (I run dry before the second set of adds in A1 while using Shield Swipe as much as possible) so I think just removing the TP cost of Shield Swipe will fix most of that; or for the love of god stop putting skill speed on tank armor.

    DRK though needs some changes to make it more viable as a tank when comparing it to WAR and PLD. As it stands right now PLD and WAR bring so much more utility to a raid than a DRK does that there is no reason why you would want to bring a DRK over them.

    that 1000 char limit =(
    (1)

  2. #2
    Player
    SerahMuril's Avatar
    Join Date
    Sep 2013
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    5
    Character
    Serah Muril
    World
    Siren
    Main Class
    Pugilist Lv 52
    IE a PLD has the best mitigation plus it brings utility with its heal, cover, Divine Veil, and a STR debuff. (An extremely powerful MT)

    WAR has DPS similar to a melee dps with average mitigation plus a dmg delt debuff and slashing dmg buff (and extremely powerful OT)

    What does DRK bring? an int debuff (that is shared with mnk), a dmg debuff that can only be used while mting and not up 100% of the time, good OT dps for 2 minutes and 30 seconds (then you run dry), good aoe tanking(aoe dps is horrible when not tanking), and slightly and I mean slightly more magic mitigation over a PLD.

    To me it looks like what SE wants is for PLD to be the physical tank, DRK the Magic tank, and WAR the OT. But, as it stands now DRK is not better than PLD as a magic dmg tank, PLD just brings more utility for just slightly less magic mitigation and there is no reason why you would want a DRK over a PLD.
    (2)

  3. #3
    Player
    SerahMuril's Avatar
    Join Date
    Sep 2013
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    5
    Character
    Serah Muril
    World
    Siren
    Main Class
    Pugilist Lv 52
    As for MTing DRK needs some help with mitigation and again it doesn't need much.

    Living Dead: Remove the death effect... really that is just a stupid mechanic; or if you must keep it then change it to 50% of total health and lower the CD to 3 min

    Souleater: increase healing to 150-200% and add "Dark Arts Effect: add a magic damage shield for 100% of health restored (including overheal, so that you will still get the shield if used at full) OR add 150-200% magic dmg shield of the damage delt while in grit stance and remove the DA requirements for the shield

    Dark Arts:Remove evasion buff with DA changed to increase parry rate to 60-80% (alla bulwark)

    IMO with these changes DRK will become a Strong Magic dmg tank that you would rather have over a PLD for fights like A4 where almost all if not all of the dmg is magic based and the overall playstyle of dark would not change.
    (5)

  4. #4
    Player
    Seshayn's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Seshayn Anea
    World
    Faerie
    Main Class
    Paladin Lv 70
    The combo potency of Butchers Block lowered so that it isn't the highest potency combo spam. (if it isn't, my mistake, my warrior is... rusty.)
    Remake their stun to be an AOE stun. Like, they jump up and slam into the ground, causing stun for 4s and heavy for 10s to all targets within 15 yalms
    Removal of the parry 100% skill and instead work it to be called something like "May I have another" Where every time they are hit for 10s they receive a 1-5% heal based on how many stacks they have
    Returning the Storm's path debuff to bards
    An attack that lowers a target's determination for 6 seconds. Useable only after they take damage greater than 25% of their HP in a single attack.

    Dark Knight:
    The Warriors parry all the things skill belongs here
    the 20% dodge chance for dark arts dark dance to be either increased to 30%, a 10-15% damage reductin, or another 20% parry
    Soul Eater should be moved to be a third part combo for hard Slash/Spinning Slash.
    Blood weapon useable in Grit, but given a 12s duration instead of a 15
    Dark Mind increased to 15s
    (1)
    Last edited by Seshayn; 07-16-2015 at 05:26 AM.

  5. #5
    Player
    PotatoWafflez's Avatar
    Join Date
    Aug 2013
    Posts
    280
    Character
    Endless Paradox
    World
    Cerberus
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Seshayn View Post
    Removal of the parry 100% skill and instead work it to be called something like "May I have another" Where every time they are hit for 10s they receive a 1-5% heal based on how many stacks they have
    How is that a good change? You want to get 1-5% healing instead of a flat 20% damage reduction to anything that isn't magic based? You can combo it with Awareness and not even get the downside granted there are a few seconds where it wont overlap due to duration time but still.

    I will agree that DRK would benefit more from having a skill that has a 100% Parry rate but the fact it already borrows mitigation skills from PLD more or less doesn't mean it should take the Parry skill off of the WAR but it could be modified to add something for DRK due to the loss of stack generation.
    (0)
    Last edited by PotatoWafflez; 07-16-2015 at 05:58 AM.

  6. #6
    Player
    Seshayn's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Seshayn Anea
    World
    Faerie
    Main Class
    Paladin Lv 70
    Quote Originally Posted by PotatoWafflez View Post
    How is that a good change? You want to get 1-5% healing instead of a flat 20% damage reduction to anything that isn't magic based? You can combo it with Awareness and not even get the downside granted there are a few seconds where it wont overlap due to duration time but still.

    I will agree that DRK would benefit more from having a skill that has a 100% Parry rate but the fact it already borrows mitigation skills from PLD more or less doesn't mean it should take the Parry skill off of the WAR but it could be modified to add something for DRK due to the lost of stack generation.

    Why do you think everything I would propose should be considered a "good" change? I would rather see tank abilities fit a theme than be omg so good. I imagine a warrior entering a state where when hit, they slap their chest and scream STOP TRYIN TO HIT ME AND HIT ME! THAT'S IT! and just berserk psychopathing it up through sheer force of will and intimidation.

    Parry is more elegant. More sword less axe. These were just spitballed ideas I had. Like I said, I would want to see more of a theme, especially with warriors and dark knights, as I feel Paladins already kind of have their theme. Low damage, high survival, great support kit.

    Edit for clarification: I meant every time the warrior is hit, they are healed for 5% of their health (if they have 5 stacks) for 10 seconds, not that they receive 1-5% increased healing.

    I just imagine warriors as... Tryndamere from League of Legends. The lower health they get, the stronger they are. That thing that just will not die no matter how hard you kill it.
    (0)
    Last edited by Seshayn; 07-16-2015 at 06:13 AM.

  7. #7
    Player Ceodore's Avatar
    Join Date
    Feb 2014
    Posts
    537
    Character
    Ulf Hednasch
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by PotatoWafflez View Post
    How is that a good change? You want to get 1-5% healing instead of a flat 20% damage reduction to anything that isn't magic based? You can combo it with Awareness and not even get the downside granted there are a few seconds where it wont overlap due to duration time but still.

    I will agree that DRK would benefit more from having a skill that has a 100% Parry rate but the fact it already borrows mitigation skills from PLD more or less doesn't mean it should take the Parry skill off of the WAR but it could be modified to add something for DRK due to the loss of stack generation.
    I can't say I agree with Seshayn on the parry removal, because it does have a down side to the skill. However, I do feel it is a bit of a slight towards Paladin's Bulwark that it is a 100% guarantee parry and that the down side can be negated with Awareness. Especially with block also taking a huge nerf from the removal of strength's effect, and that Bulwark is on a much longer cooldown. Given the cooldown, I would have capped it at a 50% increase with no detriment from being hit on the side or back. But that's just me. It didn't make Warriors OP at all, since anything that can be parried can also still be blocked, and Bulwark might as well be 100% given how much it increases. I just don't like that the cooldown for it is 90 second while my Awareness is 120 seconds, so I have to wait 30 more seconds to negate the downside of the buff for only 3/4s of the duration. Again, that's me. Overall, it's a great skill still and is much needed on both of the other tanks.

    Quote Originally Posted by Seshayn View Post
    Shield swipe should be off the global cooldown and should have a 15 second recast time. I stick to my guns on this.
    You had me nodding yes even though I still don't think sheltron needs a change, until I read this. Shield Swipe, currently, is one of the main ways Paladins recover TP. Taking it off the GCD would mean we would have no real TP recovery on our own to help us sustain ourselves. With it being on the GCD, we essentially get about 2.5 seconds to recover another tick of TP. This is why I suggest leaving it on the GCD and removing the TP cost. Further, I'd remove the pacification too for more damage. There isn't anything in the game where I really need pacification where I couldn't also use stun just as effectively. And further, the fact that it requires a block to be used makes the pacification even more difficult to trigger at the right time. So, my suggestion is to take what it's truly being used for at the moment (TP recovery) and boost that capability just a little while adding a small amount of DPS by increasing potency from 210 to about 250. Clemency recovering TP is not what I'd suggest, because for 1, you would have to crit, and two, it's an HP recovery skill already. It also already has a big benefit for casting it on someone besides yourself, because if you cast it on yourself, you don't get the additional 50% healing to yourself. I generally use it when I'm OT, or if my OT is being beaten on by adds.
    (0)
    Last edited by Ceodore; 07-16-2015 at 06:49 AM.

  8. #8
    Player
    SerahMuril's Avatar
    Join Date
    Sep 2013
    Posts
    5
    Character
    Serah Muril
    World
    Siren
    Main Class
    Pugilist Lv 52
    So DRK needs some love and I have thought of ways to keep it different than the other tanks yet become a viable replacement for the other tanks.

    Firstly for DRK to be an effective OT it really just needs 2 changes imo.
    Reprisal: Remove the parry requirement. if that is too strong because it stacks with wars then also increase the CD (while out of grit) so it will be used primarily to mitigate big hits when you are an OT.

    Delirium Add "Dark Arts Effect: When not in Grit adds 150-200(would need testing for balance) TP

    and then walla the DRK's TP issue would be gone and would give utility to OTing.
    (4)

  9. #9
    Player
    Seshayn's Avatar
    Join Date
    Aug 2013
    Posts
    100
    Character
    Seshayn Anea
    World
    Faerie
    Main Class
    Paladin Lv 70
    Paladin:
    I would like to see Shield Swipe either taken off the global cooldown and given a 15-30s recast time, or be given an aditional 2-3 seconds that it remains useable after a block
    I would like to see Clemency Critical Hits on other party members restore 100 TP to the Paladin who cast it
    I would like to see Oaths not interrupt current combo chains
    I would like to see Shelltron block the next 2 physical attacks, and perhaps increase the recast by 10-15s (or perhaps change it to regen TP instead of MP)
    I would like to see Clemency's mp cost reduced by about 20%

    Warriors:
    For 2 seconds after Holmgang expires they are immune to physical damage, but also stun you for those 2 seconds
    Some real support abilities in exchange for scaling some of their damage down. (Intervene from WoW comes to mind)
    Also, some type of roar, bolstering the effectiveness of allies, like Battle Litany. A shout giving determination up for a brief time seems to fit the theme
    (1)

  10. #10
    Player
    Papi_Nopapi's Avatar
    Join Date
    Jul 2015
    Posts
    1
    Character
    Papi Nopapi
    World
    Cactuar
    Main Class
    Gladiator Lv 51
    Quote Originally Posted by Seshayn View Post
    Paladin:
    I would like to see Shield Swipe either taken off the global cooldown and given a 15-30s recast time, or be given an aditional 2-3 seconds that it remains useable after a block
    I've been thinking this for a LONG time. My idea would be the remove the TP cost, take it off global, but give it the same 30 sec cooldown Reprisal has (Dark Knight). Just my two cents and I'd love to get more PLD's talking about it.
    (0)

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