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  1. #1
    Player
    eagledorf's Avatar
    Join Date
    Oct 2013
    Posts
    610
    Character
    Jugem Mumei
    World
    Tonberry
    Main Class
    Gladiator Lv 37
    The core of the problem, from a gameplay point of view, is that the game was designed from the very beginning to make sense with the tank taking almost all physical damage and the party taking almost all magic damage.

    To make my point, here is a list of skills/stats/status (off the top of my head) that only work on physical damage:

    1. Foresight
    2. Eye for an Eye
    3. WHM/BLM Virus
    4. Sheltron
    5. Raw Intuition
    6. Wrath
    7. Block STR/Rate
    8. Parry
    9. Dark Dance
    10. Bulwark
    11. Rage of Halone
    12. (Reprisal) (procs on physical)

    The following are skills that are magic only:

    1. Dragon Kick (Delirium)
    2. Apocatastasis
    3. Dark Mind

    This is also evidenced by the high magic defense on healer gear.

    Exceptions to this made for mechanics that were supposed to be awkward for the tank. For example, T2 vulnerability stacks or Ravens Ascent right after Ravensbeak.

    What we have now is a raid cycle where there is an unusual balance between these two damage types rendering a large number of skills useless (especially A4S) and the kind of weird addition of Dark Mind to the tanking repertory (most likely related).
    (1)
    Last edited by eagledorf; 11-03-2015 at 09:54 AM.