Yeah, Sheltron doesn't block all damage. It just guarantees that a block will happen, for its mitigative benefits and a slight DPS boost.Seems I was mistaken. My friend said he thought Sheltron mitigated all the damage from the attack where Sephirot winds up, flexes his muscles and then punches but I talked to him and yeah he confused the chance to block with damage mitigated. So I basically confused myself. Apologies.
Yeah my friend(WHM) used to be in a FC group that ran Sephy Ex and he must have misread the ability. And then I thought PLD's had an edge in Seph Ex. On one point I'm sad and on another I'm glad that it wasn't the case.
I thought I might have missed something there. I have extensively played PLD in Sephirot's first phase helping people learn and - while you CAN and SHOULD Sheltron every one of those TBs, it had always only caused an automatic block for me, never anything more. I was ready to be told of some secret glitch where you could completely nullify a punch. xD
While at it, IMO Sheltron shines best in scenarios where bosses don't hit you while physical tank busters come. Auto easily eats Sheltron that it makes it shitty for that. Compare that to let's say Chesed, Heavenly Heel, Double Rocket Punch (it hits for a lot even with tanks sharing in A8S) where bosses stop hitting you while channeling those tank busters. Unless if you are great at knowing the exact timing for every auto + tank buster for anything else, it's pretty much used on cooldown for that Shield Swipe procs.
Unchained is 20 seconds.
e: Actually, I'm even more confused by this post now. By doing more damage you are building more threat, as threat is generated based on a multiplier from damage dealt. Unchained increases your damage dealt, and therefore increases your threat. The point of the entirety of the first post is that the WAR should pull to build a huge threat lead, using it's offensive CDs, and then swap with the PLD/DRK when pacified to allow them to ride the huge aggro lead you've created for them at little personal DPS.
Last edited by SpookyGhost; 05-20-2016 at 05:22 PM.
So you're basically saying that because tanks deal less damage than DPS and Healers, that we should just forego all DPS we can do and just turtle it up / generate more enmity.
Yea... I'm just not in the mood right now to teach someone the fundamental concepts of this game. I think before you express any opinion you should have some grasp on those concepts already.
If someone else wants to have a go at it, more power to you.
Sheltron was a bigger difference maker in A3S than it is in any of Midas. Sheltron was also better in Ravana EX (which was the hardest fight in the game before Gordias was released), Thordan EX (which was the third hardest fight in the game when released), and Sephirot EX (which you could consider not end-game content, but I think if a fight is one of the 5 hardest fights in the current content cycle, it should count) than it is in Midas.
There are perfectly fine ways to showcase the merit of Sheltron. Midas is not that way. If anything SE probably purposefully made Sheltron worse in Midas as to help balance PLD and DRK's viability in content. They probably saw how much DA DM threw a wrench in PLD vs. DRK mitigation and didn't want to repeat that error except in favor of PLD.
I seriously have no idea how using unchained would mean losing aggro. It negates defiance's dmg penalty but not the aggro/hp/heal bonuses.
Useing it doesn't cause aggro loss that is not the issue or statement stop thinking that right now .
The statement implies using it in sussession (regular combo)for wrath reup or simply casting infuriate to do a single attack when using the space u could have added a skill to either attack or defend .
Simple . Put the way they put it there cycle of damage only hits an area once while wrath reup combo on 1 . Failing to realize theres more then 1 the mobs wont stay and wait for them to redo the same cycle while the healers are casting and the dps are hitting that means while this fake super tank is stable hold on 1 the rest walk away wipe the group cuse it only takes a second then its respawn everyone .
Its painfully obvious that people arnt thinking past the skills use . Or factoring the fact that at minimum there are 3 others in the group 2 of whitch will hit faster and more frequently then the tank and one who will draw 360degree casting aggro also more frequently then a combo compleation . Being the tank does not mean ur the only aggro generator . In that aspect the cooldown alone sets the skill space better used for a shield rather then attempting a 1 off 20 sec to do a grand total of regular dps damage which amounts to next to nothing looking at the enemies life bar if its not a add . Theres a percent sighn there ppl if its 100% of 25 thats just a extra 25 not some crazy high number fighting fates and regular world knock urself out thats a hudge difference but dungons are a different story.Dont think it will be the same it wont.
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