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  1. #91
    Player
    Havenchild's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    990
    Character
    Avalen Koma
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Ralvenom View Post
    What they need to do is develop the next cycle to have several different types of encounter design. Physical, magical, pure damage check, crazy (but not too crazy) mechanics -- maybe even mix up types, depending on fight phase. That way, you can have all 3 tanks be equally viable.
    To be quite honest, the content being Physical or Magical, has little meaning. Toolkit wise, DRK is stable enough that it can survive an encounter that has majority physical damage (A2). However WAR also offers the ability to be a main tank. Which means that in actuality the DRK + WAR meta is too strong for PLD to compete against. For a PLD to even barge into this at current, a raid turn would have to be so explosively physical that both DRK and WAR would have a struggle keeping up which almost seems impossible.

    If they want to help PLD, I agree that first they should switch one of the cross classes. PLD could definitely do without MRD or CNJ and subbing in say, Lancer would be a really nice change both with TP support and a new offense CD, and a semi swap for Foresight, with Keen Flurry. Stoneskin by itself isn't a strong enough skill in light of 3.0. This change would simply boost there physical damage but this gears towards homogenizing the three tanks which ideally is something we don't want.

    Which leaves the outside example of what a PLD can do differently that neither of the other tanks can do. I think that SE should focus on their defense. It seems to be the basis of the class already so they should expand on it. Either make magic damage blockable (should be re-evaluated) with a shield only or buff Shield Oath.

    An example of this would be Shield Oath can either be kicked up to 40% reduction in damage (brings to the table more Healer DPS)or offer a potential rebound effect (something that stacks when a PLD receives damage in Shield Oath) and after a certain amount of consecutive hits, a debuff (named maybe Disarmed) is applied that increases damage received (similar to Trick Attack). You can't gain stacks when the debuff is applied. Granted this is only an idea, but I think they should encourage the defensive capabilities of the one tank that specializes in it. Sword Oath could also be changed to affect all of its skills instead of just auto attacks but this again goes more in line with homogenizing the stance swapping from other tanks. I think only focusing on the PLDs personal DPS, is a stop gap solution to what it can't bring to the table in that environment.
    (2)
    Last edited by Havenchild; 11-12-2015 at 06:52 AM.

  2. #92
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Reynhart View Post
    And again, again, designing content for one particular tank is a bad idea. If the next cycle is purely physical, then DRK will be thrown out of the loop, it won't be better on the overall balance.
    I don't think DRK will be thrown out of the loop if the next cycle is purely physical unless Shieldtron is required. I see them using their cool downs roughly the same way as PLD.

    But I get your main point.
    (0)

  3. #93
    Player
    RiisWolf's Avatar
    Join Date
    Jun 2015
    Posts
    280
    Character
    Triptolemus Zaels
    World
    Balmung
    Main Class
    Warrior Lv 80
    I could care less about the TP issues because of the constant stops.
    Would be nice if their TP costs and perks were adjusted similarly to a speedy melee archetype, to make them as fast as they are made out to be as a Gladiator at least. And/or to add a freaking cleave so that they can not only have something spamable, but to also get more PLDs to stop being in the center of the mobs because you cannot block/parry anything from behind AND for better enemy placement.
    (0)

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