Results -9 to 0 of 537

Threaded View

  1. #10
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by OPneedNerfs View Post
    According to Yoshi-P and the dev team, and even the tank community, Alex savage wasn't meant to be cleared in i190. Yet teams with WAR allowed it to be possible to happen.

    Not forgetting the fact that PLD/DRK will NEVER be a viable combination simply due to how much less damage and sustainability they have along with worse raid utility.

    Until PLD/DRK becomes as valid a combination as PLD/WAR or DRK/WAR, buffs or nerfs will be required.
    They seem to be willingly remaining blissfully ignorant to the fact that, in addition to WAR being overpowered;

    1. Tanks don't wear tank gear.
    2. Pentamelds are OP.
    3. Tanks disable their tank stances at the first possible opportunity.

    I am guilty of all of the above and I hate it.

    Quote Originally Posted by Valkyrie-Amber View Post
    Why nerf war? just buff Drk's and Plds to wards dps levels buff the mitigation all 3 tanks to be same.

    Then instead of many people only taking the two better tanks people would take any of the 3 if was just play style different.
    Away with you and your logic.

    That's what people refer to as homogenization and while it would seem like tanks being able to do competitive DPS with each other and mitigate damage/offer utility in equal portions is a fantastic idea, people apparently want to have critical, game-breaking discrepancies in these fundamental areas between the three tanks.

    They can't accept the mechanical playstyle of the jobs being different, and that being enough:

    1. PLD: Blocking, intelligent use of Shield Swipe to maintain hate through your other combos and save TP, raid awareness and looking for ways to help protect and mitigate damage for your party through Stoneskin/Cover etc. thinking like tank+support rather than a tank+DPS.
    2. WAR: Slower paced, seemless stance-dancing, managing stacks and spending them intelligently, maintaining debuffs for your party that effect both incoming and outgoing damage, maximizing DPS.
    3. DRK: Mana management, short recast CDs with a lot of CD stacking in mind, fast-paced- abundant off-GCD weaving of damaging abilities, larger focus on AoE, resource sustainability and proc-based mitigation/damage.

    These are just general differences in the feel and playstyle of the jobs. But nope. Not enough.
    (14)
    Last edited by Syzygian; 09-22-2015 at 03:52 PM.