#supersaiyansigh read the first page dude, I came to this thread with the best intentions, and immediately my words got yanked into a rant post because I actually prefer the current FFXIV tank setup compared to some wishes to homogenize the damage across all 3. Like most threads here, they're good posts until the whiners jump in. If my superb sense of hilumour comes off as such, Im out.
#DarkWarriordin <3Phoenicia
UTILITY:
Goring Blade
Additionally increases chance to critical strike against the foe by 10% for 24s as it deals damage.
(This buff means the entire alliance has increased critical hit chance against said foe.)
AOE THREAT:
Shield Lob
Shield lob now will hit up to five targets near the first target and bounce between the targets randomly until it hits up to five times in 10y.
Potency decreased to 100.
AOE DAMAGE
Circle of Scorn
Delivers an attack with a potency of 200 to all nearby enemies.
Additional Effect: Damage over time for 15s, Potency: 40.
25 second cool-down.
Paladin fixed.
Last edited by Nektulos-Tuor; 09-04-2015 at 04:14 AM.
those are all stupidly OP please stopUTILITY:
Goring Blade
Additionally increases chance to critical strike against the foe by 10% for 24s as it deals damage.
(This buff means the entire alliance has increased critical hit chance against said foe.)
AOE THREAT:
Shield Lob
Shield lob now will hit up to five targets near the first target and bounce between the targets randomly until it hits up to five times in 10y.
Potency decreased to 100.
AOE DAMAGE
Circle of Scorn
Delivers an attack with a potency of 200 to all nearby enemies.
Additional Effect: Damage over time for 15s, Potency: 40.
25 second cool-down.
Paladin fixed.
Twintania's Fireball is classified as Physical, though most similar attacks are classified as Magical these days. Twintania's kind of a unique snowflake in this regard.
What possessed you to think any of these changes were even remotely balanced?UTILITY:
Goring Blade
Additionally increases chance to critical strike against the foe by 10% for 24s as it deals damage.
(This buff means the entire alliance has increased critical hit chance against said foe.)
AOE THREAT:
Shield Lob
Shield lob now will hit up to five targets near the first target and bounce between the targets randomly until it hits up to five times in 10y.
Potency decreased to 100.
AOE DAMAGE
Circle of Scorn
Delivers an attack with a potency of 200 to all nearby enemies.
Additional Effect: Damage over time for 15s, Potency: 40.
25 second cool-down.
Paladin fixed.
On your proposed Goring Blade:
How is increased crit chance with 100% uptime ok?
Not even actual DPS classes get an ability like that.
Shield Lob:
What is PLD going to do when it only wants to grab 1 enemy now?
A better way to improve PLD's AOE threat would be flash getting damage and slightly increased threat.
As it is, flash does 500 potency of threat and cannot crit, nor is it effected by FoF, compared to the other tanks' 600 potency AOE aggro grabbers that do damage.
Circle of Scorn:
Why does PLD need another high (440) potency DOT?
You have Goring Blade's DOT already.
tl;dr
No. Just no.
Last edited by Misha_Tameshigiri; 09-04-2015 at 05:01 AM. Reason: char limit
This is essentially a party wide 5% damage buff. If you don't see how this is a terribly unbalanced (and overpowered) ability, I will give you a clue. Paladins would become even more "mandatory" than Warriors are now. Groups would not be dropping Warriors for Paladins either. DRKs would be the odd tank out.
http://forum.square-enix.com/ffxiv/t...-healing-buffsOriginally Posted by MeeYow
snip
As somebody pointed out, this doesn't mean it's a bug, but it seems most likely that this is an unintended consequence of the last minute changes to Lustrate and Tetragrammaton and that they just can't be bothered to fix it unless it's a real problem. Consider that Scholar's main AoE heal (Indomitably) is not buffed by Mantra, Fey Illumination, or Dissipation. Clearly something is not working correctly.
If you really feel that WAR is overpowered on the defensive side of things (I personally do not. As a Paladin I was able to grab 4-5 balls, self-heal through a hydrothermic missile with both healers dead, then tank a strafe doll with 6 stacks with only the freshly raised Scholar through another hydrothermic missle in A4 Savage, which I would be interested to see a Warrior do), it would be better to increase the cooldown on Raw Intuition (I agree, there's no comparing Raw Intuition and Dark Dance. It's a bad joke really) and/or remove the extra Wrath stacks granted by RI and perhaps some other skills (like Vengeance or Thrill) than to leave instant heals broken. If Equilibrium is a problem, decreasing its potency by 15% would leave it the same after Defiance. If Second Wind is a problem (for example, Mantra+Second Wind on Monk) it really should be possible to differentiate them considering one scales off attack power and the other off of magic damage already.
Ty source, lol at the fact they have to post computer specs. Just because it is investigated doesn't mean it is a bug though it is a balance concern. Absolute basic computing.
Being able to drop a lot of cooldowns and throw out some cures to prolong what is already a wipe isn't exactly a strength when having another class to meet a dps check or kill an extra damage source wouldn't even have you in the situation to begin with. Yes PLD can drop all their cooldowns back to back to great effect like way back in under geared T4 buffed and double dreads, but WAR can do similarly to a mildly lesser effect without being absolutely screwed, bar cover and heals. My argument is not that cooldowns are too powerful on WAR it is that they are too frequent. A relic from the fact that one of them used to be offensive, not defensive.
This does highlight another problem with the base PLD philosophy though, the idea that PLD makes fights more forgiving when most of the actual mechanics either take out your healers/dps upon failure, or wipe the entire party on failure, or are DPS checks. PLD does very little to actually aid this.
Few scenarios really require many cooldowns to be used back to back, it's 1 hit 1 CD. So the most important thing is having it back up again.
Also Shadow Wall vs Vengance really really bugs me. Even if it is considered part of a greater toolkit having a better ability on a 1 min less cooldown just feels wrong.
Final wave in A2S maybe but outside of that its buster buster buster, magic magic magic.
Which is quite sad considering the creativity seen in elsewhere in the game.
Last edited by MeeYow; 09-05-2015 at 12:43 AM.
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