Looking at the numbers as they stand right now, I see the progression comps typically going pld/drk and the speed run groups doing pld/war. They basically gave pld the guaranteed slot (great dps and utility) but made both the other tanks viable for the other slot depending on the groups needs. Personally think it's more balanced this time around than 3.0 was.
T5 and half of 2nd/3rd coils were also mainly solo tanked by PLD. Another reason I transitioned to drg in 3.0, since I played drg when we were solo tanking.
EDIT: Memory fails me, there were a lot of swap mechanics in 3rd coil
Last edited by whiskeybravo; 07-01-2017 at 06:19 AM.
Except... People will be running PLD/PLD 90% of the time.Looking at the numbers as they stand right now, I see the progression comps typically going pld/drk and the speed run groups doing pld/war. They basically gave pld the guaranteed slot (great dps and utility) but made both the other tanks viable for the other slot depending on the groups needs. Personally think it's more balanced this time around than 3.0 was.
3rd coil could not be solo tanked. Only WAR could cheese T12's buster by mitigating the first and holmganging the second busters if the group had enough DPS to skip the third.
Also WAR was a better solo tank for T5 and "half" for 2nd coil because Inner Beast + either ToB or Vengeance were up for EVERY buster and cleave.
Last edited by Phoenicia; 07-01-2017 at 01:22 PM.
The real problem with WAR in 2.x was the stigma of 2.0. WAR was so broken at launch that people didn't even realized how drastically improved it was in 2.1.
my biggest problem with War is TP issues. Cost to much tp just keep hate in dungeons to aggro more then 3 mobs at time i like bring atlest 2 max 3 packs of monster. But that just kill my tp.
My raid group asked me about my first impression and I would like to share them.
Stance Dance
The stance penalty only occurs for WAR and PLD. I don't see the reason behind this. You get punished for being active and managing your role/job.
Tanks are rarity, this takes the fun to even play them. I don't feel like I get rewarded for using my tool kit.
This needs to be removed.
Onslaught
This ability is actually pretty good (and looks cool). It generates so much enmity it feels like I just did a BB combo. Dmg is mediocre (100 potency), yet reasonable for 15 sec CD.
But there is a reason I hesitate to use it, and that is its IB cost. I have to use a full BB/SE combo to refresh those 20 rage and it messes up the zerk/3-4 FC window.
Other classes (like DRK and MNK) get this ability on 30 sec CD/200 potency FOR FREE!
The IB cost has to go. Not 10, not 5, but NO COST!
Bind its inceased enmity bonus to Defiance to compensate and encourage MTing.
Inner Release
Our new and probably strongest skill. But... why is it bound to Unchained?
Our iconic ability on full CD once Unchained is used! This discourages WAR from using Unchained and thus MTing.
I wouldn't ask for a shorter CD, but give those abilities seperate CD timers. Overwise this skill fine, we don't need even MOAR Fell Cleaves.
Shake It Off
In theory an awesome ability. But it don't work! Most mechanics apply debuffs that can't be removed.
The usage of this skill is slim. A shame for lvl 68.
Needs a rework.
Attack power defined by STR only
Bid deal, as dmg defines our generated enmity. I had huge problems holding trash without STR accessories, especially at the start of SB throughout the whole leveling content.
The further we get in this expansion, the bigger the gap in attack power between tanks and DDs. And melding STR into our tank acc doesn't solve anything. It's flat 25 STR points now and will stay 25 points at the end of SB. No increase.
Seeing the new skills on DRK, I think there is one way for Unchained to be a little more interesting. Increase the potency of Inner Beast and Steel Cyclone by around 25% and remove the "Ignores damage penalty" effect.
On their own, those two skills wouldn't change at all, but suddenly, Unchained would buff them even further.
Other topics:
SE/SP/BB/SP/SE combo
I tested this and here is my result:
1. The usage of Upheaval (best skill btw, use it on CD) and FC with this combo feels smooth and fitting after the first IR/Zerk-Hexa-FCs. When Zerk is ready, your gauge is at 100, not a single point wasted. But there things start to crumble. My gauge doesn't reach 0 when next Zerk is over. This would mess up my gauge for the next 40 sec. To make this combo work, I would have to skip Upheaval.
2. SkS is too low for this to work. GCD of <2.4 is required to keep SE buff up. More than 1.3k SkS needed to avoid that.
Conclusion: unfortunately this combo is not optimal. At higher SkS I already had to clip as some point, to not waste any IB points or had to use FC sooner, losing too much rage before next Zerk window. Lower SkS results in losing SE buff.
Bloodbath
I agree that this ability is more fitting for tanks than for DDs, especially in raids.
I would trade Ultimatum for Bloodbath anytime!
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