Page 3 of 44 FirstFirst 1 2 3 4 5 13 ... LastLast
Results 21 to 30 of 431
  1. #21
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    I'm surprised people are asking for bloodbath to be combined with foresight. If anything I think I'd ask for bloodbath to be combined with berserk lol.
    (1)

  2. #22
    Player
    Sweetgrass's Avatar
    Join Date
    May 2016
    Posts
    81
    Character
    Elated Moogle'maestro
    World
    Jenova
    Main Class
    White Mage Lv 74
    Quote Originally Posted by aleph_null View Post
    I'm surprised people are asking for bloodbath to be combined with foresight. If anything I think I'd ask for bloodbath to be combined with berserk lol.
    Bloodbath, Conval, Awareness, and Foresight are minor crossclasses, Berserk is not.
    (0)

  3. #23
    Player
    aleph_null's Avatar
    Join Date
    Mar 2016
    Posts
    690
    Character
    Aleph Alpha
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Good point, I guess mixing bloodbath into berserk makes it inaccessible by other tanks.
    (1)

  4. #24
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by aleph_null View Post
    Good point, I guess mixing bloodbath into berserk makes it inaccessible by other tanks.
    That might not be a problem post-4.0

    SE seems to be moving away from the class system. At the start of HW, Yoshi confirmed that ALL future jobs will not have starter classes. There will just be jobs from here on out. They also already confirmed that they want to reassess how the cross class system works, as some skill are seen as mandatory in the community. Provoke, in particular, was singled out for Tanks, because it's required for any content with a tank-swap mechanic. I wouldn't be surprised to see SE completely remove cross-class skills in the future and replacing it with something else, like universal skills that are role-specific. The only question would be which skills become universal and which remain exclusive.
    (0)

  5. #25
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Duelle View Post
    This sort of depends on what we want to do with WAR. I still argue WAR should lose the drains (really, DRK should have those for the sake of theme) and focus on using skills to sort of ignore part of the damage aimed at them.

    Fracture could be changed into a skill that reduces damage the mob deals to the WAR for its duration in addition to the DoT effect.
    The one thing I like about Warrior drains and self-heals is that they better give a feeling of a combatant in the midst of a long battle. The drains particularly also give a sense of overwhelming the enemy with sheer force, or that a good offense can be great defense. If you put just "drains" on a Warrior job page, it probably wouldn't immediately strike me as thematic as someone newish to the concept, but once you've played around with it, the playstyle might well seem hollowed without it.

    Personally I just kind of to see Fracture as a skill that (1) deals potentially heavy damage, (2) creates personal bonus damage, and/or (3) mitigates (in the sense of Fracturing an enemy's ribs, their armor, or their arms), based largely off recent outputs and/or inputs. Go ham on an enemy in Deliverance and then Fracture to deal a finishing burst, or Fracture into an improved Zerk-triple-Cleave, or from Defiance and sap enemy attack power based on amounts you've been mitigating thus far.

    Quote Originally Posted by Jim_Berry View Post
    I think tank jobs should lose tank and dps stances, and rely on actually needing to keep enmity rather than being a dps (like PLD, NIN, and WAR in FFXI).
    I'm guessing you REALLY like those Butcher Block, Rage of Halone, and Power Slash animations? Because, that's all your going to see on any short fight then. At present enmity gives the ability to actually invest in holding threat from the offset without trimming your choices down to one combo every pull. Additionally, if you remove the stance variant on AoEs, how would the better geared (temporarily/mechanically-set) OT ever not pull from the MT? They can't differentiate enmity outputs. Are we going to add a second AoE to every tank, identical to the first except in that it has little to no enmity boost?
    _________________________________________________________________


    Quote Originally Posted by Brannigan View Post
    The hints at fanfest were super vague, but I think tank attack rotations will remain mostly intact. Fracture or Scourge might be cut or combined with a WS combo (path, power slash). I hope for Sword Oath to either be removed or put on the same button as Shield Oath and for something similar to happen with Defiance/Deliverance and their mirror actions. I also expect stuff like Awareness, Bulwark, Tempered Will, Foresight, Bloodbath, and even Convalescence to be either removed or combined with other skills. A lot of that stuff is useful, just not useful or class-defining enough to occupy a single button.
    Then that's one more window you lose that would otherwise make rotations more interesting. I like timing my Scourges into the stance-dance; I just want the opportunity cost of Grit reduced so that I can use that full range of the DRK's toolkit and complexity more viably.

    Toggles and auto-swapped keys would indeed be a godsend. Personally, I'd like to the Oaths revised as well, but as you've said, you don't need to remove an mutually exclusive ability for it not to take up space; you just need to stack it with its mutual exclusives.

    What's more interesting is I seem to remember them saying something about cross class getting some pretty significant overhauls with abilities being grouped by role instead of class. If all tanks are drawing from the same crossclass pool then that opens up some possibilities. If Flash were made into a targeted AOE (rather than point blank) so that you could pull with it, they could remove Shield Lob/Tomahawk/Unmend. If Overpower was cross-classable, they could get rid of Unleash. Perhaps we'll get some new skills there that don't even belong to any one class but provide a tool that every tank has to have (like Provoke).
    But none of that frees up SPACE. It only homogenizes jobs far more obviously. The very word for ranged/AoE tank enmity would just be "Flash". Why do that?
    (2)
    Last edited by Shurrikhan; 10-24-2016 at 05:55 AM.

  6. #26
    Player
    ckc22's Avatar
    Join Date
    May 2015
    Posts
    490
    Character
    Tetsu Taru
    World
    Gilgamesh
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Reynhart View Post
    Yes, they can't, but PLD should need significantly less support than WAR and DRK. It means much more usage of Cleric Stance in 4-an content, and maybe solo-heal and/or solo tank setups in 8-man.

    If every job can do everything but is locked in exactly the same kind of setup, there's no point of having that much jobs in the end...
    I agree with everything your saying... I'm just being realistic about where things are and how they're going to stay.
    (0)

  7. #27
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Shurrikhan View Post

    But none of that frees up SPACE. It only homogenizes jobs far more obviously. The very word for ranged/AoE tank enmity would just be "Flash". Why do that?
    Allows you to delete Shield Lob from paladin, freeing up a space. Shield Lob/Tomahawk/Unmend are all basically the same and worthless outside of pulls and add pickups. A targeted/ranged AOE flash could serve the dual purpose of AOE enmity and a pulling/add pickup tool. Doesn't necessarily have to be used by all tanks, but it's an example of what could be done. Really, there's not enough info on what the changes are going to be, so it's all just kinda blind speculation atm.

    Also I wouldn't have even mentioned scourge/fracture if they hadn't brought up fracture in the powerpoint. I guess Scourge probably isn't going anywhere considering how bland the drk rotation already is.
    (1)
    Last edited by Brannigan; 10-24-2016 at 07:27 AM.

  8. #28
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    The difficulty of rotations, and the need to simplify this in 4.0, I believe YoshiP was referring to the DPS jobs and their 3.0 abilities.

    Tanks already got a simplification with the STR/VIT adjustment.

    I'm not expecting much more except 1-3 role specific, shared cross-class options, (Provoke being moved to this new set) with PLD getting a new lvl22 ability. At worst PLD may lose Protect as a cross-class because Protect will become one of the role specific Healer cross-class options, with Conjurer getting a new lvl8 ability/spell to replace it.

    But I think the gameplay rehaul or whatever that was they teased isn't going to be oh so much. QoL fixes is all I anticipate, maybe change some back-end calculations to make some skills like Foresight have a multiplicative buffing benefit when stacked with other mitigation CDs instead of always fixed % of base DEF.
    (0)
    Last edited by Xenosan; 10-24-2016 at 08:31 AM.

  9. #29
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    They only change I hope they make is that they combine the stances into one button and at endgame you will never be without a stance as you will either be in your dps or tanking stance. No more "Tank go into your stance" at the start of every fight. The exception to this is DRK as Darkside acts more like a persistent dmg buff and opening up more tools than an actual stance. This specifically relates to PLD and WAR.

    For example, for WAR, Inner Beast and Fell Cleave will be on the same button but is dependent on their respective stances and can only be accessed as such. So by merging Defiance/Deliverance, Inner Beast/Fell Cleave, and Steel Cyclone/Decimate, you've effectively opened up 3 more slots on your crossbar.

    But honestly I think the tanks got it good in terms of "easy rotations". They have an enmity combo, a dps combo and a dot button/combo. That's really all they need and now they just need to focus on more defensive cds or ways to enhance said combos similar to DRK. No other rotations needed as we are tanks and we already have a defensive cd rotation to focus on.
    (1)

  10. #30
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Brannigan View Post
    The hints at fanfest were super vague, but I think tank attack rotations will remain mostly intact. Fracture or Scourge might be cut or combined with a WS combo (path, power slash).
    .
    you do know that scrouge shouldn't be cut on dark its the 2nd highest potency skill( this doesn't included combos) Salted is number 1 carve and spite is number 2. if you want the potency scourge is 500 single target salted is 525 and carve and spit under Da is 450. Fracture shouldn't be cut. fracture is 330 with maim and Storm eye without Berserk. Fracture with berserk maim and storm eye its 380. the second highest potency (not including combos). unless you change there toolkit to make up for the loss of potency they shouldn't be cut
    (0)
    Last edited by Jukebox12; 10-24-2016 at 08:40 AM.

Page 3 of 44 FirstFirst 1 2 3 4 5 13 ... LastLast