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  1. #61
    Player
    Ragnorak's Avatar
    Join Date
    Oct 2014
    Location
    Limsa
    Posts
    170
    Character
    The Tank
    World
    Gilgamesh
    Main Class
    Paladin Lv 60
    Read the rest of the paragraph.. Stop going ibto panic mode off a sentence
    (0)

  2. #62
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Or, you can think of it like this.
    Tanks will specialize in VIT starting from 3.2, so they'll have bigger HP pools, allowing them to stay longer out of tank stance (Since they're also making adjustement to make stance dancing smoother for all tanks), avoiding the damage penalty, and thus doing more (and more consistent) DPS than current STR tanks.

    The new damage formula will bring lower numbers, but the context will surely even it out.
    (1)

  3. #63
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Bard and mch damage is a completely seperate issue that could be reworked. Ultimately i remember yoshida or some dev saying that since they were a mobile ranged dps, they can keep dpsing in situations that a melee could not due to movement thus their overall output was lowered a bit. You all should make your own thread.

    Some tanks threatening to quit is ridiculous, so is this whole dps arguement, my opinions unchanged. Im still going to give it a chance and see how it goes. Pld is the ultimate mitigator, thus its output is lower. Even yoshida stated this. However war and drk have decent dps for good off tank potential. When you take that away, you end up with the old 2.0 threads saying everyones just taking 2 paladins.

    Look, at the end of the day bosses die from a teamed effort of dps. Whenever something gets nerfed, you lower your options and chances. Only thing i see here though is people worried about their damage in comparison to justify this nerf. I think its great for people who only use fending to see some damage improvements. I just hope the people preparing to switch back to fending dont suffer much of a loss. Im still curious how this will affect melded jewelry though since you can increase vit and str together higher than you could just 1 by itself on jewelry.
    (1)

  4. #64
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mycow8me View Post
    Pld is the ultimate mitigator, thus its output is lower. Even yoshida stated this.
    WAR and DRK's mitigation are far too close (If not better occasionally) to PLD's for it to deserve the "Ultimate" moniker...withtout even touching the "Once you have enough, more is wasted" meta.
    (5)

  5. #65
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Mycow8me View Post
    Pld is the ultimate mitigator, thus its output is lower. Even yoshida stated this. However war and drk have decent dps for good off tank potential. When you take that away, you end up with the old 2.0 threads saying everyones just taking 2 paladins.
    Except he's wrong about that, unless their mitigation skills have gotten some massive overhaul we aren't aware of yet. I will agree that Paladin has the easiest to use defensive kit, but the other tanks can mitigate just as much damage (more in certain situations). It just takes more planning. Hallowed Ground is only a thing for 10 seconds out of every 7 minutes, so we really can't use that as any kind of a metric to measure Paladins' defensive capabilities by. I really don't understand why are people so stuck on this "ultimate mitigation" thing being so great anyway. With the way our raids are built, as long as the tank can survive the hit nobody really cares if they survive with 50% HP or 5% HP. The point is that they survive and they can be topped off from there. It's kind of a no-brainer that people would generally rather take the tank that just barely survives but has double the damage output.
    (3)

  6. #66
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,134
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valkyrie-Amber View Post
    fending tanks atm can not hold agro and str can mostly but suddenly if the new fending = dps dishes out lower dps and emity modifier isent incresed alot we will have many dps haveing to tank for the tanks.

    tanks will be like throttle your damage to good dps then suddenly wipe dps is not dpsing enougth please look foward to it.
    What nonsense. Equally geared and skilled tanks will never lose their enemies to DPS. Unless you're the kind of person who unloads their chain while the tank still rounds up the mobs.

    Seen enough monks instantly use shoulder tackle on trash the moment I lobbed the shield (not necessarily tackling the one that was lobbed, mind you) because they couldn't wait until I was done grabbing the other groups.
    (3)

  7. #67
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Ashkendor View Post
    I really don't understand why are people so stuck on this "ultimate mitigation" thing being so great anyway

    [...]

    It's kind of a no-brainer that people would generally rather take the tank that just barely survives but has double the damage output.
    A1S Top PLD: 1,260
    A1S Top WAR: 1,429
    A1S Top DRK: 1,378


    A2S Top PLD: 1,447
    A2S Top WAR: 1,910
    A2S Top DRK: 1,719

    A3S Top PLD: 1,086
    A3S Top WAR: 1,219
    A3S Top DRK: 1,202

    A4S Top PLD: 1,075
    A4S Top WAR: 1,216
    A4S Top DRK: 1,247

    Under no scenario does a the best WAR/DRK do "Twice the dps" of the best PLD. There is a gap there, yes, that is definitely noticable. The spread between Top DRK and top WAR is much closer than the difference between the best PLD and the best DRK/WAR. But "Twice"? Please. Stop relying on over-exaggeration for your arguement.

    One of the biggest problems is, yes, Paladin is (Defensively) the best tank, and garnered the reputation of being the "Best Tank" from 2.0 because the damage in that content was all physical. Paladin does indeed remain one of the strongest physical tanks, with a free 20% mitigation chance on top of all attacks. But I'll take it one further:

    Equivelents:
    - Shield Oath = Defiance = Grit. These are pretty obvious.
    - Rampart = Inner Beast = Shadowskin
    - Sentinal = Vengence = Shadow Wall
    - Bulwark = Raw Intuition = Dark Dance* Each one's pretty good, though one could argue Raw Intuition/Bulwark are better due to being garunteed.
    - Bloodbath, Foresight, Convalescence and Awareness is on all three (Though DRK has to choose 2 between Awareness, Bloodbath and Foresight)

    Warrior Benefits
    - Storm's Path > Rage of Halone > Delerium (The two specialize in STR vs. INT, or Physical vs. Magical, but PLD's doesn't have a class that can replace it just like WAR's. Objectively, that makes paladins better due to scarcity.)
    - Arguably the smoothest transition into DPS stance to all other tanks. STacks are maintained, it's a oGCD skill with a cooldown, and it's at no cost to the WAR - outside of being locked in it a la cleric's stance.
    - 20% mitigation is arguably on demand, with inner beast, allowing them to handle Tank busters easily.

    Paladin Benefits
    - Stoneskin and Divine Veil is party mitigation exclusive to paladin.
    - Sheltron's good for all of one hit. Not really worth mentioning, sadly. It's less mitigation and more about the fact it'll give ya MP back.
    - Hallowed ground. CD being the only draw back, it's literally invincibility at no disadvantage - compared to DRK (Have to be healed to full to live through it AND have to effectively 'die' to trigger it.) and WAR (Holmgang - BINDS YOU IN PLACE, shortest duration, and leaves you at 1 HP with no benefit other than artificially extending your life if you would've died.)

    Dark Knight Benefits
    - Dark Mind, the strongest magic-defensive only in the game at 30% mitigation
    - Reprisal, which is activated on proc for damage mitigation and has an equivelent effect ot Storm's Path. Sadly it has a CD, and is harder to control properly - especially in content with magic damage you can not parry.

    Paladin is a defensive tank. But a lot of thier mitigation is lost because it's physically defensive. They lacked a little on magic, which is where Dark Knight pulled ahead.
    (2)
    Last edited by Eidolon; 02-19-2016 at 08:04 PM.

  8. #68
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Eidolon View Post
    - Hallowed ground. CD being the only draw back, it's literally invincibility at no disadvantage - compared to DRK (Have to be healed to full to live through it AND have to effectively 'die' to trigger it.) and WAR (Holmgang - BINDS YOU IN PLACE, shortest duration, and leaves you at 1 HP with no benefit other than artificially extending your life if you would've died.)
    The problem is that PLD's CD are so long that you frequently have to put Hallowed Ground in your usual rotation, losing its "oh shit" component, while WAR and DRK can keep theirs ready.
    (3)

  9. #69
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Reynhart View Post
    The problem is that PLD's CD are so long that you frequently have to put Hallowed Ground in your usual rotation, losing its "oh shit" component, while WAR and DRK can keep theirs ready.
    Vengence: 120s / Shadow Wall: 180s / Sentinal: 180s
    Inner Beast: 60 seconds (using infuriate to reach 10s uptime) / Shadowskin: 90s / Rampart: 90s
    Raw Intuition:90s / Dark Dance: 60s / Bulwark 180s

    Their most common mitigation, and most likely the one to be most frequently in rotation, rampart, is on-par with Shadowskin, and a little less available than Inner Beast. However, Inner Beast is GREAT for on-demand mitigation for instants.

    Let's take A1S as an example.
    Warrior can do: Inner Beast #1 on missile cast, Inner Beast #2 before the Hypercompressed Plasma, and have Vengence running the entire time (30% uptime entire time, two spikes of 20% mitigation. Could argue that's nearly 50% for the duration, but requires tank stance to do it.)
    Dark Knight: Dark Mind for tank buster, Shadowskin for the duration (Effectively the same as WAR.) Has Shadow Wall as well.
    Paladin: Sentinel on the first/third, Rampart for the duration. Arguably the situation you mentioned - where they would hallow the second.


    Looking it over, I get what you're saying - PLD wont' be garunteed the same level of mitigation consistently in the rotation for magic damage. As stated, however, that partially arises from the issue of Physical vs. Magical. Dark Knight would suffer the same issue on the inverse - if the tank buster wasn't Magic-Based, they'd consistently take more damage than Paladin to the same tank buster and the Paladin could just alternate in their Bulwark to cover the Hallowed.

    Let's not neglect that, in physical encounters, Paladins have an additional level of mitigation on top of their already relatively equal mitigation. As stated, they also have Stoneskin, Clemency, and Divine Veil to help with keeping themselves alive (Can't actually recall if divine veil procs on themselves though.)

    Tl;dr: Duration wise, they're pretty close and equivelent, with Paladin lagging just a little bit behind... for magical encounters.

    Edit: And of course, ym original point...
    Quote Originally Posted by Eidolon View Post
    Paladin is a defensive tank. But a lot of thier mitigation is lost because it's physically defensive. They lacked a little on magic, which is where Dark Knight pulled ahead.
    (0)
    Last edited by Eidolon; 02-19-2016 at 08:32 PM.

  10. #70
    Player
    Waliel's Avatar
    Join Date
    Aug 2013
    Posts
    1,153
    Character
    Waliel Hla
    World
    Cerberus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Ciri_Wolf View Post
    Important to note that they said aggro calculations would be adjusted on tank stances. So a loss of dps shouldn't be a problem with holding hate. Not sure how that's gonna work in low level dungeons, though.
    Your stats pre-30 are so small that nothing much should change. Beginner's hall also gives you a set of gear that's supposedly good for levels 15-20 or so, and Squenix could always raise the modifier for Skull Sunder and Savage Blade by 0.5, if it becomes a problem.
    (0)

    Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.

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