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  1. #1
    Player
    winsock's Avatar
    Join Date
    Jul 2014
    Posts
    788
    Character
    Chaosgrimm Winsock
    World
    Adamantoise
    Main Class
    Conjurer Lv 60
    Lower all tank dps, give dmg on parry to compensate such that the additional dps from parry is typically better than STR.
    (1)

  2. #2
    Player
    Tyrial's Avatar
    Join Date
    Aug 2013
    Posts
    494
    Character
    Tyrial Highguard
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by winsock View Post
    Lower all tank dps, give dmg on parry to compensate such that the additional dps from parry is typically better than STR.
    This would require a complete overhaul of how Parry works. As it stands you can't even reach a reasonable increase in parry rate with all of the current available parry gear.
    (0)

  3. #3
    Player
    Gorlioliolio's Avatar
    Join Date
    Aug 2013
    Posts
    135
    Character
    Shaggy Grant
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Didn't read any of the responses, but my opinion is that SE needs to go back to the fight design style of original coil for tanks.

    When we were clearing t5, we had average i80 gear, as a PLD I don't think I even broke 6k without food. Twintania death sentences could hit up to 5.5k without mitigation, so death sentence+auto attack with no CDs usually meant death. Death sentence also had a fairly quick cast time compared to something like hypercompressed plasma where I feel like I have a few seconds to pop all my stuff and if you were mid rage of halone good luck getting a CD off before the cast finished. On top of all this it was 30-35 seconds apart meaning you had to stagger CDs and still ended up having ones you had to rely on virus/eye/adlo/SS to mitigate because you didn't have enough CDs for the whole fight.

    Twintania also had a priority casting system, where if you pushed the percent slightly faster the entire cast sequence would be switched around, sure some things happened exactly alike every time, but if people pulled slightly more or less dps you could sit in conflag for every death sentence, or you could get it right when the whm has to heal up from fireballs.

    This constant excessive damage to the tank kept healers healing (you essentially had to spam the living crap out of the tank during healing debuff or he was gonna die) the tanks in tank stance, and the game being played like a trinity game.

    If SE wants tanks to feel like tanks and not dps in heavy armor they need to go back to this style of fight design. One thing I have never seen is twintanias enrage because that was never the fear.
    (5)