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.
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.
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.
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.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.
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.
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?
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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.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.
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.
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?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).
Last edited by Shurrikhan; 10-24-2016 at 05:55 AM.
I agree with everything your saying... I'm just being realistic about where things are and how they're going to stay.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...
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.
Last edited by Brannigan; 10-24-2016 at 07:27 AM.
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.
Last edited by Xenosan; 10-24-2016 at 08:31 AM.
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.
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
Last edited by Jukebox12; 10-24-2016 at 08:40 AM.
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