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  1. #11
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Reinha View Post
    This is a no brainer.

    Fatal Lifetap for dps because it's the only one that comes with extra damage.

    Engorged for healers because the other bonuses don't help them heal the group.

    Stoneskin for tanks because a damage reduction is usually way more valuable (smooths out damage spikes, reliable, helps with tank busters, works against magic damage and doesn't interfere with healers) than an RNG-dependent heal (only activates after the damage has been taken and can be wasted as overhealing). Tanks are also the role which has to deal with the least movement/dodging, so that's another reason why it's good for tanks.

    The only valid playstyle flexibility comes from the choice between Fatal Lifetap (dps, self heals) and Stoneskin (survivability) for tanks, and this option is already in game in the form of strength and vitality accessories. You say that horizontal options just need to be made well so there is no BiS, but without situational stats like elemental resistances people will always figure out the most optimal gear setup for their role. You can be a BLM with PIE gear right now, but everyone knows it performs sub par. Why on earth would a BLM go for the Engorged bonus when it's painfully obvious Fatal Lifetap is the better option?

    Don't get me wrong, I would love some special procs and bonuses on gear. But there will always be a Best in Slot item at any point in time, unless they make boss mechanics which require stacking a certain stat. In which case we are in a lot of trouble with our inventory space. "Different but equal" gear is a nice dream to have but in most cases raw maths will prove one better than the other. That's why I prefer vertical progression with some variety in effects, sort of like "the new tome gear is better than the old no doubt but this time we get to have a damage proc instead of leeching". One way to do this is set bonuses, another would be weapon enchants limited by item level.
    I'm just giving you one example. There could be a necklace with a proc that deals more damage then fatal lifetap but hurts you. One that does between the two and does nothing besides damage. Or other procs.

    There are several DPS classes in this game and besides a few I think need looked at, they are all good at DPSing. They are just "DIFFERENT" and have disadvantages and advantages. This SAME logic can also apply to procs and effects on gear.

    Your evidence is right in-front of your face. It just needs work to succeed.

    I am sure they can crunch numbers and find the best "DPS" class. However, since they are situation based and different there is playstyle choice in it.


    Fatal Lifetap:
    Deals 590 damage and heals 630 health.

    Warding Strike
    Deals 340 damage and prevents up to 350 damage.

    Deadly Strike:
    Deals 720 damage. No penalty

    Sacrificing Blow:
    Deals 870 damage and drains 350 life.

    Draining Strike:
    Deals 590 damage and heals 350 mana.

    Concussive Blows:
    Deals 350 damage to an encounter (grouped enemies.)

    Earthshaker:
    Deals 310 damage to all enemies around you.

    Cleric Strike
    Heals 320 for all allies around you.

    Bloodthirsty
    Increases base damage of all abilities by 10%.
    Drains 5% max life whenever you use an ability.
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    Last edited by Nektulos-Tuor; 09-13-2015 at 05:45 AM.