


Considering these are the same developers that rarely deal with unintended developments unless they involve very recent content and enough complaints surface (Ramuh EX with Titan-egi comes to mind), it wouldn't surprise me. Also consider their aversion for outright nerfing things.Since you didn't read or ignored parts of my prior posts, I'll reiterate: I'm okay with tanks having abilities that let them deal some damage. Rage of Halone's debuff lasts 20 seconds, and combined with Shield Oath's enmity bonuses you can afford to rotate Halone, Goring Blade and Royal Authority. As I said in an earlier post, you can rotate all three to the point Halone's debuff only drops for 1 or 2 seconds between applications (assuming you want to prioritize Royal Authority over RoH). You're still generating aggro while in Shield Oath; more than if you were trying to tank a mob in Sword Oath and while taking less damage, to boot.I'm a bit baffled with this part. If damage output is irrelevant to a tank, then why are you using RA or GB? RoH maximises enmity and mitigation. You're actually losing enmity and mitigation by using these other combos.
And all I said was that damage to a tank is a means to an end, not that it's irrelevant.
There's other ways to bring change without nerfing damage from abilities. One would be a mechanical punishment (maybe the equivalent of WoW crushing blows or insta-crits). Another would be increasing tank damage to the point it's more beneficial overall to full-time your defensive stance when tanking the boss. Lastly, and healers won't like this, but set the pace of battle and damage taken by the raid to the point anyone taking extra damage creates the risk of the healer going OOM (and that would include tanks making themselves take more damage than they should).
Ignoring the issue of stances, the means to maximize DPS are there. At 60 PLD can and should work Goring Blade and Royal Authority into the rotation in addition to the other tank duties, and not exclusively use Rage of Halone. DRK, as I've said before, has a similar ability flow and priorities, so that also works for them.DPSing as tanks is some of the most braindead activities in the game. You should at least try in difficult content to be better than the bare minimum. Again, doesn't matter in casual content but in savage content it does.
And instead of reaching the logical conclusion of "let's gear our DPS", you're trying to blame the tank for not meeting a DPS check. That's bizarro world logic in almost every possible way.I can't imagine the frustration of being in a static where the tanks did ~500 DPS and said that because they were holding aggro everything was fine on the 5% enrages.
"Best", "balanced" and "intended" are not always the same. Reckoning Bomb could have been the "best" way to kill a boss, but it was a broken as hell way of doing that. Utsusemi was considered by some the "best" way to mitigate things, but it was still a broken ability that screwed with the rest of FFXI's design. The grenade trick on the platforms during progression on Heroic Lich king was for a short time the "best" way of doing things, but it was still broken as hell (to the point Blizzard stripped the guild that got world first of their clear because of it). Sitting around in turn 2 for 9 minutes so that you could power heal through the enrage instead of actually doing the mechanics was the "best" way of doing it, but it was still broken as hell.Finally, if trickles down because it's the best way to do it.
Simply saying "it's the best" is not, well, the best reasoning.
Tanking does require a specific mindset, just like healing does (and I'll be the first one to say I do NOT have the mindset for healing, which is why I generally avoid it). A person is allowed to lean towards what they find fun, and if tanking is not your bag, that's okay.
Last edited by Duelle; 10-31-2016 at 08:26 PM.
* 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)

1) like I said, bare minimums, if you do the bare minimum criticism from better players is gonna come. Also, it's not unreasonable to expect a tank to do some damage. My own static has healers doing about 600 DPS and the tanks around 1400. So yeah, I could say that blaming the tank doing 500 DPS for a failed dps check is completely reasonable.
2) Doesn't matter, because you just need to clear. I don't need to respect the mechanics that the devs put in, I just need to bbeat them. Any other route of greater resistance is a detriment to my own chances of beating the content, as well as my fellow static members. You're supposed to not sack a person in Sophia EX yet everyone and their pet cat albert has agreed that it's the best way. You don't owe the devs you doing something as intended. If they can't make you do something, then it's within your power to not do it, and it's your prerogative to make use of those things.
3) It's not the best reasoning for everything, but when I want something done I don't care about whether or not it's good for balance.
I by and large agree with the rest of what you say though.
3x FC is possible regardless of SkS, you just have to drop the Fracture from your Berserk window.
True... you can 3FC if you trigger Berserk mid-combo after a Heavy Swing, but that is something fairly easy to miss as it requires a not quite intuitive action (Holding a Fell Cleave for 1 or 2 GCDs). But my point pretty much still stands as outside of that corner case 9GCD 3FC is only possible due to Client Server latency before getting a 2.22 gcd. This is similar to the ability for Paladins to squeeze a 13th GCD into FoF before getting a 2.3 gcd.
Which should be impossible prior to a 2.22 GCD (9 GCDs in 20 seconds). Client/Server latency is actually what lets us do 9 GCD Berserks and 13 GCD Fight or Flights before getting the "proper" amount of Skill Speed due to latency giving the buffs roughly an additional second to their durations.
Last edited by Ultimatecalibur; 10-30-2016 at 12:02 PM.




You could actually do it in 7 GCDs, once every second Berserk. You have potentially two free stacks if you have access to both RI and Vengeance, so you only need to make up three stacks over four GCDs. If you're aiming for 8 GCDs, then you'd only need three stacks over five GCDs, which is guaranteed to happen irrespective of which step of the combo you use Berserk on. That's a lot of corners.
Not that it particularly matters if it was "unintentional" or not. We're just guessing either way, and it's easy enough to titrate a job's dps up or down after the fact.
Last edited by Lyth; 10-30-2016 at 01:37 PM.
This actually brings up another unintuitive part: Popping defensive cooldowns to get a offensive benefit. I'll give Raw Intuition the benefit of the doubt (as its 90s cooldown syncs up with Berserk), but most of this comes off more as Warriors trying to justify an unintended rotation that they found that gives them 3.3 more potency per second than using Fracture at that point by saying that SE (well known for being caught off guard by various things) as having intended it. A 3.3 per second potency gain isn't really something worrying balance wise despite the gut feeling that 3 500 potency attacks doing 50% more damage is broken.

Problem is we have no idea what's intended and what isn't in this game. We can only assume what their intention is from the way the skills are described, such as how BotD is supposed to work and so on. While you can claim that there was never any intent for the 3FC opener to exist, the fact that RI is to be used aggressively is pretty easy to divine from the fact it gives you a stack, and a stack is always an aggressive tool. I'd also be surprised if during testing for 3.0 they didn't come across the triple fell cleave during regular play.
btw, Fracture will be good when you can prove in-game that it leads to more damage, because as far as the only reliable source for damage charts go (fflogs of course) there is very little use of Fracture in top kills of savage content. At most, it's used as a way of delaying a fell cleave or a decimate for more damage without wasting a stack.
One day I'll be the MT mountain I want to be... But that day is not today. (As of Patch 3.2)
I don't mind sacrificing Raw Intuition for Fell Cleave, because it's rarely a necessity. I mind sacrificing Vengeance for fell cleave, because that's a really good mitigation tool I might need later.
I also oppose anyone that says "real tanks don't even need tank stance, they can do everything in dps stance", because random PUGs are always demanding that you pull as many people as possible, and that is not something you can do in DPS stance.
*Mobs will outlast all of your cooldowns combined.
*Mobs will deal significant damage, even with cooldowns up.
*Threat tables will be unpredictable, because you can't tell who's getting hit by splash damage and who's being burned down by single target DPS.
And then there were all the times I died in A9 because the healers didn't know just how big the main boss could hit.
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