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  1. #11
    Player
    Ashur's Avatar
    Join Date
    Mar 2016
    Posts
    92
    Character
    Morfran Llewellyn
    World
    Odin
    Main Class
    Gladiator Lv 70
    Though we do know potencies can be changed before release. That may even out the damage gap since it's just down to lowering RA or GB. Then at least they won't be so far ahead of the curve. (if se has realised how big the difference they've created is)
    (0)

  2. #12
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    The idea is to make all tanks viable right now unless things change is:

    Durability: Pala->War->Drk
    Damage: Pala->War->Drk
    Utility: Pala->Drk->War

    Everyone is hoping that they buff the other 2 up to Pala levelbut probably they will just nerf Pala, and get over with it :/

    And even so the only thing it can change reallistically speaking would be damage, Pala still has the most utility unless new skills are added and tankyness due to his iron wall job concept
    (0)
    Last edited by Bhearil; 06-05-2017 at 08:29 PM.

  3. #13
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The slashing debuff is an terrible concept. It adds nothing to gameplay, because it's integrated into your base rotations. At the same time, it forces you to run certain comps regardless of whether you want to bring those jobs or not.

    The problem is that there are only so many ways in which you can compensate for variations in dps. You can make a job have high personal dps but with little to no raid buffs (like the present SAM and the old MNK), you can compensate for lower personal dps with short duration debuffs (like Trick on NIN), or you can compensate for lower personal dps with short duration raid buffs (like Battle Litany on DRG).

    The problem is that on tanks and healers, because we do relatively less damage than dps, it's harder to balance out buffs and debuffs against personal dps. You can't really expect WHM's personal dps to ever really compensate for AST's balance, even if you reduced the damage buff, simply because the damage increase is spread across 4 dps. But if you don't try to offset personal and raid dps, you run into a situation like 3.x WAR, where you have one job providing both the highest personal dps and a mandatory raid dps buff.

    Personally, I'd like to see 100% uptime buffs/debuffs go away completely, but I'm aware that the balance is difficult to get right.
    (0)

  4. #14
    Player
    Dalmacus's Avatar
    Join Date
    Aug 2014
    Posts
    349
    Character
    Emilia Summers
    World
    Chocobo
    Main Class
    Gunbreaker Lv 90
    Anyone knows why they would remove damage mitigation debuff skills like delirium, storm's path and halone?
    I feel they are unique because each different tanks have their own different mitigation debuff and it brings more fun when playing as a tank.
    (0)

  5. #15
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Bhearil View Post
    For example on a Tyrfling from Zurvan EX Intervention is far far better. We are considering uselfuness on hard content, and there Intervention scaling is much better. The scenarios where a tank can eat even 40k damage inmitigated on the span of 6 seconds are not so rare on hard content, otherwise tanks would never need to turn on tank stance/use defensive cds to mitigate certain atacks...
    Tyrfing is a multi-hit attack that takes longer than 6s. The Blackest Night would be better because it would mitigate a full 4.1k while Intervention would only mitigate the first couple hits which might not reach the target number unless it is buffed. You need to take 41k+ damage within 5s for an unbuffed Intervention to be better.

    Single hit telegraphed psuedo-busters on dps and healers are where The Blackest Night is going to shine over Intervention as any hit over 4.1k will show the full benefit of TBN while Intervention will not have the same level of effect unless they spend Rampart or Sentinel on attacks that deal more than 1/2 a casters hp (26k at i290) or 2/3rds a melee's hp (29k). DpS are not going to be hit by attacks that will deal 140% to 157% of their max hp.
    (0)

  6. #16
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Ultimatecalibur View Post
    Tyrfling is a multi-hit attack that takes longer than 6s. The Blackest Night would be better because it would mitigate a full 4.1k while Intervention would only mitigate the first couple hits which might not reach the target number unless it is buffed. You need to take 41k+ damage within 5s for an unbuffed Intervention to be better.

    Single hit telegraphed psuedo-busters on dps and healers are where The Blackest Night is going to shine over Intervention as any hit over 4.1k will show the full benefit of TBN while Intervention will not have the same level of effect unless they spend Rampart or Sentinel on attacks that deal more than 1/2 a casters hp (26k at i290) or 2/3rds a melee's hp (29k). DpS are not going to be hit by attacks that will deal 140% to 157% of their max hp.
    No one said that it must be a single hit, since you have a 6 seconds window. Still considering that Zurvan lands a Tyrfling blow on a 0.8 seconds interval more or less, thats around 7 blows mitigated.

    Dps or healers that eat telegraphed busters, just failed at mechanics, is like saying that Mantra is useful in case you have one of the two healers that doesnt know how to heal and forces the remaining one to solo heal. Saying X skill is better when you have bad players doesnt make it more viable.

    Darkest Night can be used on 4 man dungeons though since you can self buff yourself for around 8k, but once again, if any other tank can do the dungeon that shield is irrelevant aside the case you get a bad healer or you derp while tanking. Same if the healer or the dps need that shield : they did something wrong on the first place.

    Dont get me wrong, Darkest Night is NOT a bad skill, is just when things matter Intervention is a better option and considering its the only utility skill that Drk has, it gives a bad mouth taste
    (0)
    Last edited by Bhearil; 06-06-2017 at 12:24 AM.

  7. #17
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Ultimatecalibur View Post
    Tyrfing is a multi-hit attack that takes longer than 6s. The Blackest Night would be better because it would mitigate a full 4.1k while Intervention would only mitigate the first couple hits which might not reach the target number unless it is buffed. You need to take 41k+ damage within 5s for an unbuffed Intervention to be better.
    Intervention is also effectively free, because none of PLD's gauge costs are tied to dps. The main advantage that TBN offers is that it will probably be up more often, setting aside the potential dps gain/loss pending final potencies.
    (1)

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