Yeah, a more active version of reprisal. Sucks that it needs a proc, it would have been fun bashing things every 15 seconds when Offtanking as an added oGCD damage ability like Spirits Within.
Yeah, a more active version of reprisal. Sucks that it needs a proc, it would have been fun bashing things every 15 seconds when Offtanking as an added oGCD damage ability like Spirits Within.
I would say Reprisal is functionally better.
pot is about the same:
3 x swipes = 450 pot extra per minute
2 x reprisals = 420 pot extra per minute
but with darkness up all the time 2 reprisals will likely do more dps then 3 swipes, someone else can do the math for that
swipe gets pacify while reprisal gets -10% dmg down
swipe would be better for normal dungeon runs, while reprisal would be good with most of savage.
overall reprisal is better, similar in activition requirements but not the same in strength or utility.
Last edited by Isius; 11-11-2015 at 01:36 AM.
We already have plenty of survivability via our cooldowns. And there's a lot of things wrong with a tank being forced to DPS in raids the way this game does. The tank focuses on surviving and holding aggro, not doing the healer's job for them.
Trivializing boss abilities, even in an RNG fashion the way Blind would allow, is simply too much. Which to me is not that different from asking to be able to stun/silence Judgement Nisi or Ravana's liberation attacks.No, it wouldn't. It's not like Blind makes everything automatically miss. It's exactly like an Evasion boost, but for the other part of the equation. It was useful against Titan HM, to dodge Moutain Buster (God, it felt so satysfying), but not to the point of breaking the game.
Now you're talking about changing the effects of Shield Swipe as a whole. I'm not opposed to this per se, but that's a discussion for another topic.How? It's only a form of interruption, and you can't spam it. But if you really think it's too much, replace it with a few seconds of reduced damaged, like reprisal. Again, reducing damage is supposed to be OUR thing.
You missed my point. You'd see a wider use of interrupt mechanics if they weren't status effects that lasted a couple of seconds. Raids used to have to work out interrupt rotations (which largely involved the melee DPS in the raid) for bosses in WoW because those fights were tuned around the raid interrupting certain boss abilities to actually get the clear (whose use range from mitigating tank/raid damage like with Kel'thuzad or avoiding effects that created massive inconveniences to the raid like with General Vezzax).You see, the fun part is that bosses build absolutely no resist on some debuffs. Storm's Eye and Path are always fully applied, Reprisal, too...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
asking for 4 shield swipes to line up just right in a 60 sec time window is asking a bit much, and only happens when it works out perfectly, 3 shield swipes every 60 secs is more realistic. But yeah Shield Swipes activaction will get better with more patches that bring us better shields that will up that number, but still 4 shields swipes is asking for a perfect scenario.
after playing pld a little more with the new changes I find the change okay, and less clumsy to use then I first thought, but it is really just a minor dps increase while mting.
* I am not going to hold back or use Bulwark for a 150 pot move, procing shield swipe will just be a bonus if I am using Bulwark atm, and that is about it...it's not the same as Bulwark+Shield Swipe combo we had back in 2.x.
Last edited by Isius; 11-11-2015 at 09:02 AM.
I think "focuses" is a tricky word. Yes, it's the main goal of the tank, but it's also its most basic role. So, again, if you don't offer something else, you'll always be less interesting.
Technically, if Blind really affects the ability, it means that there is an Accuracy check. So, there is a slight chance that you could dodge the ability, even without Blind. Since most of physical abilities can be parried or blocked, we can assume that the parry/block check are rolled, and thus that the Accuracy check is not bypassed. If we never saw a Dodge on physical buster, maybe those buster have an accuracy bonus so high that you ensure 100% hit. This way, Blind could help mitigate lower hits, without trivializing tank busters.
It's only because you'd think pacification would be overpowered, which I don't really agree on, but...why not.
Well, I wasn't really debating on your point. It just reminded me that PLD is the only tank whose most debuffs can be fully resisted after a while. So, even our situationnal utility is further weakened...
Mileage varies. I'm perfectly happy with tanking being about holding aggro and surviving hits. I'm also happy with utility being optional and not mandatory, since utility should never take away from your main role. Which means if you're a tank and happen to have heals, those heals have to come at an opportunity cost and be inconvenient enough to not intrude on what you're there to do. It's one of those things that come with being or leaning towards being hybrid (the latter being the case for PLD), hence why I have trouble understanding how people continue to struggle with the concept.
Boss damage output is tuned around all its abilities, not just tank busters. Trivializing any major hit or ability would still be too much. Toying with accuracy in this case would get a pass if we were talking about dodging auto attacks, but auto-attacks from boss mobs don't really matter here the way they do in other games.Technically, if Blind really affects the ability, it means that there is an Accuracy check. So, there is a slight chance that you could dodge the ability, even without Blind. Since most of physical abilities can be parried or blocked, we can assume that the parry/block check are rolled, and thus that the Accuracy check is not bypassed. If we never saw a Dodge on physical buster, maybe those buster have an accuracy bonus so high that you ensure 100% hit. This way, Blind could help mitigate lower hits, without trivializing tank busters.
Since Titan seems to be a popular example, even if you're not trivializing (AKA entirely avoiding or negating) the damage from Mountain Buster, you also have stuff like Rock Buster and Tumult to worry about. And chances are the expected damage tanks take per the design involve those abilities, not just whether the tank survives Mountain Buster or not. Hence why trivializing ANY aspect of the fight outside of abilities that the raid has to react to is too much (imagine if for example, Pacification prevented Titan from using Tumult; that's a shit ton of raid damage you're trivializing over the course of the fight). It'd be another story if the fight had been designed so that, say, the raid had to absolutely interrupt every Landslide (which instead of a line ability would be something that covers the entire arena) in order to get the clear. Then the strategy prioritizes getting through phases and DPS (or whomever has the plentiful interrupts) interrupting what they need to interrupt in order to actually kill Titan.
As I said, there is such a thing as leeway to prevent cheesing boss fights.Well, I wasn't really debating on your point. It just reminded me that PLD is the only tank whose most debuffs can be fully resisted after a while. So, even our situationnal utility is further weakened...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Comparing this game to WoW is stupid on so many levels. Blizzard have never been known for being able to balance classes well in their RPGs, be it WoW or Diablo. Also, every class in WoW is a hybrid, expected to be able to perfom more than one task, this makes balancing extremely harder. And as far as I know Blizz have never tried to rebalance a whole role (and all the classes in it) at one time, all they've done is having kneejerk reactions to the issues that have come up, very similar to how the devs do things currently in FF.
Balance is reached when there is no FotM classes, something that is impossible to achieve as long as the focus is on balancing the encounters around different classes with vastly different performances. What they need to do to reach a balanced state is to first balance the classes and then look at the encounters. But I don't think that will ever happens, since I doubt even the devs know what they want to do with this game.
If holding aggro and surviving hits is the only appeal for you, you have the luxury to pick any tank you want, since they're mostly on par with each other. Again, the problem with PLD is that it doesn't really offer more than that.
And, I'm pretty sure every boss have the same type of attacks that Blind couldn't affect.
You know what mitigates shit ton of raid damage in Titan ? Faster kills. So, by bringing a more offensive tank, you'll effectively take less overall damage. And if Titan builds some pacification resist, it's not like you could prevent him from doing all Tumult. Besides, Shield Swipe still needs a Block, so you can't pop it whenever you want. And even more now that it sits on a 15s cooldown.
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