Sentinel is moved to Role Actions.
(Shadow Walls deleted, but keep the animation)
Reprisal is DRK exclusive.
DRK Rampart has Shadowskin animation.
Sentinel is moved to Role Actions.
(Shadow Walls deleted, but keep the animation)
Reprisal is DRK exclusive.
DRK Rampart has Shadowskin animation.
Remove Shirk.
There are better ways to make tank swapping transitions easier without completely neutering the enmity system.
I.e. Provoke blah blah usual affects, and places a 5 second debuff on target. Target cannot gain enmity from any other source.
The skill itself is mind numbingly overpowered and should either be nerfed or flat out removed imho.
Last edited by FallenWings; 07-30-2017 at 04:19 PM.
I would really like to see bloodbath on the tank role action.
Honestly? In my opinion, the Role Action System should have never come to existance in its current form. Instead of having to choose from 5 out of 10 skills, why not just give us access to the 10 skills? While I agree that some of the skills are situational, others are not (Rampart, Provoke and Reprisal for example are almost mandatory, if you do 8 man content, shirk is godlike).
I understand that this system was put in place partly to remove button bloat, but putting mandatory skills in there reduces the amount of choice players really have.
I think its even worse for healers, whose mandatory skills include the mp-regen, the cleanse, largesse and swiftcast, meaning they can take one more skill. Thats why most healers I know only protect at the start of a 4 man and then adjust their xrole skills to something else.
To me, it seems like too many skills in the xrole system are base requirements for the role you are playing. SqEx could have just given us access to those skills without choice.
The "Role Pool" for tanks is a disaster. They should have just left the cross class system, but removed the class requirement. Basically, your hit lvl 24 on WAR, you can select provoke, etc. I don't understand why they took the exact same abilities from 3 different classes consolidated them into one ability and threw it in the pool. It wrecked some classes mechanics hard for no reason. "fixing" ability bloat by forcing you to select abilities that you once had and need is just asinine and insulting.
Rampart - fine as is.
Anticipation - trash-tier. Completely useless outside of 4-mans, and even then only situationally useful.
Shirk - Great addition to end-game tanking. Being able to use it to stack emnity OR to force a tank swap onto a slow OT is great. Trolling use also a plus for funsies with friends.
Awareness - solid for what it is. No complaints on it's effectiveness but a lower CD (90-100s) would be nice, given how niche crit immunity can be.
Conv - another solid one. No complaints or changes needed.
Low Blow - Just keep the native stuns for DRK and WAR. Remove their potency if you have too. Trying to remember to take Shirk off my bar in a 4-man and replace it with LB, then swap the two again in 8-man content is ridiculous.
Interject - useless. There's nothing this skill does that a stun can't do already. Only the stun will work on anything, not just magic.
Ultimatum - useless. I suppose it may have niche use as a "backup" provoke in case things go south and provoke is on CD, but there are no situations in game where generating snap aggro in an aoe situation requires a provoke-like skill. Current aoe emnity skills are more than enough.
Reprisal - solid skill, hampered by it's CD. Keep the duration where it is at 5s, but lower the CD to 45s. You won't see tanks spamming it (i.e. trying to keep it up as much as possible on CD), but it will become easier to coordinate between two tanks to mitigate raid-wide damage.
Provoke - no comment. It's provoke. Duh.
My Suggestions
Scrap Low Blow; bring back Brutal Swing/Low Blow as native skills to WAR and DRK. Ditch Ultimatum and Anticipation completely. Lower the Cd on Reprisal, and either give Interject some use, or remove it as well (my preferred option).
In place of Ultimatum, Anticipation and Interject, add in a role action that functions as a charge. 0 potency, 30s CD, adds emnity on par with Flash. This gives PLD a charge options, and allows DRK and WAR to grab another oGCD charge for further mobility and/or threat gen (not like threat gen is needed really, but if you make it an early level role action then it's something that can help up-and-coming tanks). For the second role action, add in Bloodbath. Carbon copy it from the DPS role ability if you have too. 20s is fine, although I won't lie and say calling it Bloodshower and making it 30s would be great to.
Finally, add a final new role skill, "Protectors Gambit." 150s CD that resets the CD on Rampart, Sentinel, Vengeance and Shadowskin, at the cost of lowering the tanks damage dealt by 5% for 15s. The idea behind this skill is essentially a mulligan in higher-end or progression content, while also still providing a good deal of usage in smaller group stuff, say with large aoe-focused pulls, or during world content such as hunts or FATE's.
Last edited by Quor; 07-30-2017 at 06:12 PM.
Yeah. no. Remove Ultimatimum instead.Remove Shirk.
There are better ways to make tank swapping transitions easier without completely neutering the enmity system.
I.e. Provoke blah blah usual affects, and places a 5 second debuff on target. Target cannot gain enmity from any other source.
The skill itself is mind numbingly overpowered and should either be nerfed or flat out removed imho.
Actually, it does have use. There are certain bosses with cast skills that aren't silence immune, but are immune to stuns.
The first bot in A6S was one. The Iron Giant add in O3S is another. Although you hopefully have a different party member to throw in a silence.
I think too many are mandatory, meaning other classes (Dark Knight cough cough) gave up skills to this for no reason.
Rampart and Provoke are undeniably mandatory. Shirk is in 8-man content. How much choice does that actually leave you?
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