I believe the reason for no new tanks or healers in SB was they wanted/needed to balance them.
Or so that was their reasoning.. sigh


I believe the reason for no new tanks or healers in SB was they wanted/needed to balance them.
Or so that was their reasoning.. sigh
Balance the current ones, yes, but also because they noticed no actual increase in the percentage of tank and healer players when they did bring in new ones. My guess would also be that with all the mechanics changes, they wanted to bring in non-essential roles as a means of testing new jobs under newer circumstances.
At this point though, we'd probably get a tank and healer for 5.0 just out of necessity for increased variety in those roles.


Dancer Melee/Healer would be most interesting, just no daggers please.
We have 2 magic close range tanks, one close ranged physical tank.
So that leaves a ranged physical or ranged magical tank slot.
![]()
Adventure Journey Concept: http://goo.gl/b6SyTh
Skillchain Concept: http://goo.gl/tts8Cz
Power Modifier Concept: http://goo.gl/Md3UAB


why I want beast master look model of ffxiv beast that could be pets they amazing wow tricetops vs ffxiv tricetops they no compatation ffxiv one is better more detail, look tiger for example he is more like big cat he even lie down sometime and get back up
Blue Mage - Tank
Gunblade - DPS
Chemist - Healer
I say gunblade dps and not tank because someone mentioned they could be like a reverse RDM where they disengage melee and do ranged attacks temporarily and I can't see that working with tank.
Last edited by idontknow; 08-06-2017 at 06:21 PM.


Both DRK and PLD have Ranged skills and WAR also has Tomahawk for pulls. They might not be long ranged but their still ranged, sometimes even up to 15 yalms. So I would say that's a poor argument against a gunblade tank, and if they want more people to at least try tanking they need to stop giving all the jobs with cool concepts to dps. Give us tanks some love too.
Only concept that could differentiate tanking enough to me at this point to be appealing would be to include an evasion tank, and I'm not sure how well you could pull that off with this game's combat system.
Maybe a Chronomancer that utilizes clones/time-remnants or something of that sort could work, but that class sort of teeters towards the healer side of things as well, so I dunno.
Some form of periodic damage absorption is usually the go-to approach to mimic the mechanical effects of an evasion tank while having it nowhere near as broken as an actual evasion tank in any game.
Yeah, but a stat-based evasion-tank isn't even particularly enjoyable either, so a facsimile is even less desirable. You would need a combat system where all of the attacks could be evaded by active player input, and mitigation is the closest you can do here without a massive change to encounters.



Tanks have 3 things to help make them unique.
(1) Methods to make life easier on the healer, to encourage the idea only they should be hit. (Mitigation being the best example.)
(2) Methods to get enough threat, so they can actually use their defensive options.
(3) Methods to deal damage, when they arent needing to be defense, or AS defensive.
Saying "Only an evasion tank would bring anything unique" is suggesting there cant be anything unique in the other 2 parts of being a tank.
WAR being an example, its Fell Cleave is tied to its Inner Beast. Its made most WARs refuse to use inner beast, even if they have no CDs, and they WILL die to an attack. (I see this occasionally in Savage, its a bit frustrating.)
So this is the unique feature in WAR, from #3.
Flash being an example of #2, where it mixes mitigation and threat, but lacks any dps gain.
Anyways, the real issue is that too many jobs have overlapping ideas, taking away uniqueness. (Though they did a decent job of making it so DPS have less overlapping ideas, like some jobs not having DoTs now.)
All possible Forms of Mitigation used in prior games (that I know of, ill add more to the list if I realized I forgot something later.);
Increased max HP. (perma stance or stoneskin shield.)
-X% dmg taken mitigation. (stance, rampart)
X% chance to lower dmg. (parry, or Block. Or reverse DH.)
X% chance to ignore all dmg. (Evasion)
Take no dmg. (evasion, holmgang, hallowed ground, stuns, etc)
Heal HP (cure, thrill, regen, absorb)
Increase heals potency (convalescence)
Delayed Damage (the only thing close to this in 14, is Living Dead, but this is more so a Monk ability in WoW, where they still get the damage, but it comes at them slowly as a DoT, which can then be cured off.)
Replace HP with another source. (Not in 14, but an example is "Damage MP" from BLU in FFT. Make another source go down, instead of HP. Or X% of dmg goes to the other source.)
Within those are a variety of ways to do them, including self buffs, targeting the mobs with debuffs, applies within job mechanics/resources to maintain, the cost of another action/category, like fell cleave, or affecting an aera/ground, rather than the boss directly. (There are probably a few more.)
Then within those are a variety of ways to execute those actions. Be it Weapon Skills, Combos, Positionals, Spells, Channels, or oGCD abilities.
Then you also have duration/CD differences, along with intermixing effects of other abilities, be it to buff them, or weaken them.
SE has this weird habbit of making 1 tank job, and giving it 90% of what I just wrote. And of course all tank jobs are going to play similar to eachother...
But yes, next up is Threat, and DPS, which I wont write all out.
On a side note, after seeing WoW come up with the "Delayed dmg" idea for Monk, I realized there is still ways to make new forms of mitigation, we just need to think harder, and think of more complex concepts, besides just a single stats that lower dmg. Ive had a few ideas of my own, but they get a bit too complex to explain easily here, and some of which dont fit within how FFXIV intends to function.
Last edited by Claire_Pendragon; 08-17-2017 at 05:01 AM.
CLAIRE PENDRAGON
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote






