Tanks are good for starting the season fresh with, then when you have points racked up switch to dps or healer (if you are adept), then you have a better chance to climb the ladder boards imho... From my experiences in season 2 as PLD I kinda hit a diminishing point of no return with the so called new party paring system (since I missed season 1 due to a move). Anyway, this will be my strat for season 3. Got mnk leveled up and ready to rumble next week after PLD "carries" me into the last 2/3 of the season lol... good luck all!
Last edited by Zensho; 10-30-2016 at 12:33 PM.
I've lost 95% of games with first time healers. I have lost 50% of games with first time tanks or dps. Healers seem to have the most impact on the outcome.
Bad healers can make a game a sure loss unless the enemy team is equally as bad, but amazing healers just can't carry people at all. A healer could do spectatular and flawlessly and keep their team alive, but if their DPS can't get a kill on a single person, there's nothing a healer can do.
To build on this, The Feast absolutely "hates" healers. You have to deal with several game mechanics which make your job more difficult than it should be.Bad healers can make a game a sure loss unless the enemy team is equally as bad, but amazing healers just can't carry people at all. A healer could do spectatular and flawlessly and keep their team alive, but if their DPS can't get a kill on a single person, there's nothing a healer can do.
- Offensive boxes
- Adrenaline
- Heavy Medal
- Culling Time
Would you consider those things balanced from a tank perspective? A case might be made for Heavy medal because the tank carries the most and can buff themselves, but I'm not sure about offensive buffs or adrenaline. Tank def CD's are pretty long considering the offensive up-time of those buffs and they're likely to only charge 1 defensive LB per match, assuming the box is reserved for the melee. Considering the tank's job would normally include healer support, I'm not sure the offensive/defensive balance in Feast is in a good place right now, but I don't heal so I don't know how healers feel about it or how they view tank support.
Last edited by Februs; 10-31-2016 at 12:42 PM.
Yeah I mean they don't really effect tanks much (Directly). Heavy medal isn't that big of a deal for tanks. Just don't go above 4 stacks and you're good. You typically are not directly effected by adrenaline boxes, offensive boxes, or culling time.Would you consider those things balanced from a tank perspective? A case might be made for Heavy medal because the tank carries the most and can buff themselves, but I'm not sure about offensive buffs or adrenaline. Tank def CD's are pretty long considering the offensive up-time of those buffs and they're likely to only charge 1 defensive LB per match, assuming the box is reserved for the melee. Considering the tank's job would normally include healer support, I'm not sure the offensive/defensive balance in Feast is in a good place right now, but I don't heal so I don't know how healers feel about it or how they view tank support.
Not directly effected, no, but that's not quite what I meant.
To give you an example, you might get anywhere from 1-4 adrenaline boxes on top of whatever the enemy manages to charge up on their own, and the healer must heal through it. In theory, the Tank should at least try to mitigate some of that dmg, but they can only charge 1-2 LB's a match (1, on average). LB for LB, the tank is outpaced. They have defensive CD's to compensate; however the Dps also get offensive buffs.
Technically, tanks are not directly effected by offensive boxes either; however, their defensive CD's are quite long. The offensive buffs gained at start and the 4min mark allows for a potential dps buff for almost half the match. That outpaces Tank CD timers and effect duration. So, it would seem that Tanks lag behind in what they can actually achieve in the support role, given that Dps get several clear advantages. The problem, however, is that the math is not cut and dry. It's difficult to gauge exactly how much of the tank's mitigation is actually used at any given time, and there's also the added wrench in the works in the form of stuns, pacification, and clemency, and then there's always the possibility that the dps with an offensive buff will die. So it makes it really hard to judge if the Tanks have enough, or too little, party support.
Obviously it's a case by case basis, but it is a serious question of balancing. If, hypothetically, two completely equal teams were against one another, would the tank's available party support be balanced with the tools Dps have available to them? I'm not sure that's something that can be answered, to be honest, but I often wonder about it -- as well as what healers think, given that they are the one's who rely on party mitigation the most.
That made me wonder how much damage tank actually takes with 4 stacks in dps stance. It's 48% more damage taken, but tanks passively take 5% less physical damage than melee dps and 20% less than casters. So if bard's burst does ~9k hp on a melee dps which has 10k hp, and tank has 14.8k, then doing that burst on him will damage for 9k*(148%-5%)=13k HP. So if that burst suddenly starts at 87% HP it might kill a tank instantly. Even if not, it'll force him to pop all cooldowns, likely leaving defenceless for the next burst. Switching to defence stance for the last 2-3 minutes is probably a good idea if your team is leading.
If you only know how to play Warrior than I would advise you to polish up your skills by reading all the available pvp actions you have. Find out whats meta in the game and adapt yourself accordingly. In my opinion warriors do well in pvp.
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