My mistake, then, I could have sworn it was a flat 25% to match.
Regardless, Defiance will still act as the same eHP as Shield Oath and Grit, which was my original point.
I covered this back on the first page, EHP is even, E healing WAR gets slightly less from spells (4%) and significantly less from abilities.
As a side note this is typically used as a central argument for justifying WARs current state whilst simultaneously requesting a fix. Which would you rather have?
Depends. PLD gets Oaths put off GCD? WAR healing needs to be changed. Currently it's fine.I covered this back on the first page, EHP is even, E healing WAR gets slightly less from spells (4%) and significantly less from abilities.
As a side note this is typically used as a central argument for justifying WARs current state whilst simultaneously requesting a fix. Which would you rather have?
WAR healing with Tetra, Lustrate, and Essential Dignity isn't really a problem of their class, but how SE has chosen to categorize them. It leads to problems with more than just Defiance, because while Cure/Physick/Benefic/Medica/Helios, etc., are all healing magic, Tetra/Lustrate/ED/Benediction are "abilities". I'm not sure if that is how they intended them to work, but it's been a big concern for healers because they are also unaffected by things like Fey Illumination.
WAR healing with Tetra, Lustrate, and Essential Dignity isn't really a problem of their class, but how SE has chosen to categorize them. It leads to problems with more than just Defiance, because while Cure/Physick/Benefic/Medica/Helios, etc., are all healing magic, Tetra/Lustrate/ED/Benediction are "abilities". I'm not sure if that is how they intended them to work, but it's been a big concern for healers because they are also unaffected by things like Fey Illumination.
Iirc Yoshi said in the live letter that this was a deliberate design choice and is working as intended. I don't have a link to this though so take it with a grain of salt if you'd prefer.
I don't have a link either, but I remember reading this was by design *but* it was something the devs were monitoring and open to changing.
All of the disagree.Sentinel - 40% damage reduction for 10 seconds.
Vengeance - 30% damage reduction for 15 seconds + counter physical damage.
Shadow wall - 30% damage reduction for 10 seconds. All 3 min recast. Edit: vengeance is 2 min recast. Making it stronger than shadow wall with 1 min less on the recast.
Shadow wall is weaker than sentinel and has no extra effect like vengeance, yet has the same recast time. Why does shadow wall not get an extra effect? Maybe drains 50% of damage recieved as hp or restores mp equivalent to all damage taken when the effect wears off, or maybe make it add a reflect effect for magical damage?
Shadow Wall is a weaker cooldown because DRK has other tools in its kit that make up for it. Dark Mind comes to mind first which is essentially a 2nd, magic-only Shadow Wall with 1/3rd of the recast time and equal duration. Dark Dance has the same crazy-short recast and in addition to the physical mitigation, helps proc Reprisal which not only adds another 10% mitigation, but does so for the entire raid.
When you look at the power of its other cooldowns and realize that none of them are useless in a raid setting and synergize extremely well together, its clear why they didn't make Shadow Wall as strong as Sentinel/Vengeance. It doesn't need to be.
Just make it 40%. Who cares? It will make nearly no difference when it comes to what DRK can and can't survive in real situations.
Putting it at 2 minutes, however, would. So don't do that.
Its surviving just fine with plenty of HP to spare all the way to A4S without it being 40%. Reprisal and DA Dark Mind make up the difference. There are countless other things squeenix needs to fix first. Taking the entire toolkit of all 3 tanks into account, they're very much on equal footing overall in terms of mitigation.
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