I have a hard time understanding the logic behind abilities that do/don't make sense in your example...
I mean I can understand for Voke/Shirk/Ultimatum but why is Conva Ok whereas Rampart isn't OK?
Nonetheless, the idea of role action is to provide a baseline toolkit of abilities.
The only thing that's bad is that 3 of the 5 slot are pretty much locked, giving only reprisal and conva to be swappable in some content.
At the sametime, I'd hate to have to swap my role abilities all the time.
Rampart, Provoke, and Reprisal are a must have, Shirk is needed for 8 men content, which leaves Convalescence and Awareness. Awareness can be switched with Shirk if 4 man dungeons unless you need a silence. Everything else is kinda of ass.I have a hard time understanding the logic behind abilities that do/don't make sense in your example...
I mean I can understand for Voke/Shirk/Ultimatum but why is Conva Ok whereas Rampart isn't OK?
Nonetheless, the idea of role action is to provide a baseline toolkit of abilities.
The only thing that's bad is that 3 of the 5 slot are pretty much locked, giving only reprisal and conva to be swappable in some content.
At the sametime, I'd hate to have to swap my role abilities all the time.

That's the supposed to be the whole point of role action that the devs and, I'm probably going to sound like an asshat for saying this but, you fail to realize. Unless they decide to make Rampart also increase defense as well then it would make adding Foresight pointless...
Ultimatum makes sense to you? It's traaaaaaaaash. Unless, I dunno, we get a Shedload of adds in a fight and both tanks have to auto die and be ressed or smthng...maybe then, if it's not when adds are half dead that tanks die....and the adds have a big healthbar...I guess it makes sense then?
Or we have to have some uber quick tank swaps within voke cool down maybe! But again this is daft fight design just to validate the ultra well thought out aoe provoke![]()

Alexander raids... enough said....Ultimatum makes sense to you? It's traaaaaaaaash. Unless, I dunno, we get a Shedload of adds in a fight and both tanks have to auto die and be ressed or smthng...maybe then, if it's not when adds are half dead that tanks die....and the adds have a big healthbar...I guess it makes sense then?
It's pretty much useless in the current raid tier. It'll become relevant if SE ever decide to add multi-mob tank-swaps, which doesn't exist right now & never has.
Any tank worth their salt would take anything else over that skill. At most it COULD be used in dungeons, but unlike shirk, aoe provoke offers no hidden utility and therefore is borderline useless in the current patch.
Last edited by FPZ; 08-23-2017 at 07:28 PM.
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Selectable role skills when there's only five that matter at any given time are such a waste of time ;;
What was even the point of the new system? I was happier before. I would have been happier if they just put essential role skills in our norma level up skills and kept role specifically to situational utility skills. Shake It Off would have been a good role skill lol

I agree that the old Cross Class system was better, mostly because it let check out a class or job that you might want to play later on. But I also disagree due to that it had wasted potential on jobs that had niche that usually didn't work too well in previous content... Role action was supposed to be a step in the right direction but ended up taking a wrong turn...
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