I suspect that people may be seriously overestimating Shirk and Diversion. As for Nin's utilities? They might just become reasons for others to chose other cross-role skills rather than grab Shirk or Diversion.With shirk and diversion I don't think we'll have too much problem with enmity, especially now that we can weave two butcher's block combo between eye combos. The only jobs that don't have enmity control are brd and mch. Of course if it's absolutely necessary to be in tank stance to hold aggro, we'll do it, like it or not. But the bigger the cost of swapping stance, the more valuable nin's utilities become. I wouldn't be surprised if drg/nin/mch/brd become the optimal composition again if that's the case.
I suspect that people may be seriously overestimating dps' aggro generation. Either of us are simply speculating based on the str scaling nerf and dps rotation potencies so we could very well be wrong. Considering the stance switching cost (dps wise), if dps' aggro generation is really very high nin will just become a guaranteed pick again, just like now. Shirk could be very powerful combined with provoke since you'd be duplicating aggro (OT shirks MT > OT provokes off MT > MT shirks OT, then repeat for the next tank swap, and so on), it will be useful in the long run, but probably not so much during opener.
True, but I doubt it.I suspect that people may be seriously overestimating dps' aggro generation. Either of us are simply speculating based on the str scaling nerf and dps rotation potencies so we could very well be wrong. Considering the stance switching cost (dps wise), if dps' aggro generation is really very high nin will just become a guaranteed pick again, just like now.
That combo (while strong) takes up two of both tank's role skill slots. Several of those skill slots might be better served in a fight by other choices.Shirk could be very powerful combined with provoke since you'd be duplicating aggro (OT shirks MT > OT provokes off MT > MT shirks OT, then repeat for the next tank swap, and so on), it will be useful in the long run, but probably not so much during opener.
Well if it's true that dps will have really high aggro generation my static will probably bring a nin, problem solved.
As for role skills, it's not like the other options are really good anyway. Stun/silence are situational, you can slot them in when you need them. Awareness is quite meh other than in fight with guaranteed crits. Anticipation is most likely useless. Ultimatum is either unnecessary or absolutely necessary, swap with provoke depending on whether you need it. That leaves you with provoke, conva, shirk, rampart and reprisal. Depending on the amount of aggro dps generates I'd consider swapping shirk out for stun/silence when needed, but most likely conva would go out first since it's highly situational, and losing it probably wouldn't cost as much healer dps than the tanks lose by having to repeatedly use aggro combo.
The only time that works is when you're about to IB a tank buster and swap into deliverance, otherwise when IB is not needed you'll just waste your gauge on an unneeded mitigation/heal. On the other hand when you need to go into defiance for mitigation, using up your gauge means you need to build it over from 0, which takes at least 6 gcds for one IB, so it's not worth it (25% dmg reduction on 6 gcd vs losing 1 fell cleave). The current war pull rotation works really well because the stacks you build during defiance transfers to deliverance with no penalty, so after your butcher's block combo you can switch to deliverance and start using fell cleave. Let me know if you have figured out a good 4.0 rotation for pulling in defiance and swapping into deliverance without delaying berserk for too long.
Last edited by aleph_null; 06-05-2017 at 08:09 PM.
I agree as seen in videos the dps damage didnt look that much higher than it is currently just like the tanks damage didnt. Alot of dps are losing potency on their attacks , as well as losing buffs, every job has basically one. I see nothing changing from how it is now, other than job skills changing in general, they didnt just change tanks they changed every job in the game pretty much for better or for worse.I suspect that people may be seriously overestimating dps' aggro generation. Either of us are simply speculating based on the str scaling nerf and dps rotation potencies so we could very well be wrong. Considering the stance switching cost (dps wise), if dps' aggro generation is really very high nin will just become a guaranteed pick again, just like .

I don't know man. I pull packs in expert dungeons all the time. With all my offensive and defensive cool downs popped blood bath is more than enough to keep me alive the entire fight if the DPS are doing their thing correctly and obliterating everything before my blood bath wears off. Keep in mind that this requires the DPS to know the proper AoE rotation. lol I often times even sit still and take AoE to the face if I have melee in the group just so they aren't moving around too much and screwing with the positioning.
At the end of the fight I also switch into deliverance just so I can regain TP for the next pack.
I really think the only thing removing blood bath is going to do is make these dungeons last even longer than before. Which is nonsense.
Last edited by CupDeNoodles; 06-06-2017 at 04:05 AM.

I also feel like Upheaval wouldn't be very useful in it's current state outside of maybe raiding. It's tie to HP is pretty bad on top of the cost to rage. I've had healers tunnel vision while trying to DPS and let my HP drop significantly before throwing out a heal. For this skill to be useful I believe the tie to HP really needs to be dropped.
I would also like to add that if these changes make people drift away from warrior and coupled with the fact that they aren't introducing new tanking jobs those DPS que times are gonna be even more terrible than predicted.![]()
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