Page 3 of 7 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 77

Hybrid View

  1. #1
    Player
    Azerhan's Avatar
    Join Date
    Aug 2016
    Location
    Kugane
    Posts
    231
    Character
    Orlane Armilly
    World
    Shiva
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by shao32 View Post
    no and millions of time no, buffing WAR dps when is already top in tank just Will make It semi mandattory again so no, the actual balance on dps of the tanks its good, only drk need a little push.
    If you just up the DRK and not the WAR, this last will be forgotten as the MNK in HW imo.
    Again, WAR doesn't have anything to support other players when DRK has TBN, just for example. The top in tank now is Pld, you see it everywere; WAR is most used when the fight doesn't need an OT.
    We know when only one tank is buff, one is indirectly nerfed. If buffing DRK results to see the WAR set aside...
    (2)
    "Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle

  2. #2
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Azerhan View Post
    If you just up the DRK and not the WAR, this last will be forgotten as the MNK in HW imo.
    Again, WAR doesn't have anything to support other players when DRK has TBN, just for example. The top in tank now is Pld, you see it everywere; WAR is most used when the fight doesn't need an OT.
    We know when only one tank is buff, one is indirectly nerfed. If buffing DRK results to see the WAR set aside...
    TBN cant be call raid utility at all in how works due use it dont offer almost nothing to the DRK more that a dps loose depending of who need it in you party list, and for extra mitigation on the MT not really bcs both PLD and WAR surpass by far in the mitigation field specially WAR, so in that DRK and WAR are in the same boat, buff DRK is necesary but not in a huge way bcs we are 200 dps lower and our mitigation is worst in terms of recast and all we lost, the actual level of dps betwen tanks its almost perfect, WAR is the most versatile tank of the moment, PLD is king for the utility but WAR still have the best dps and the best self mitigation, heavensward was a mess due DPS problems betwen tanks and i dont want to see that again.

    if WAR need something is meaby utility and SE say alreay they are change shake it off, WAR dont need more dps
    (0)

  3. #3
    Player
    Azerhan's Avatar
    Join Date
    Aug 2016
    Location
    Kugane
    Posts
    231
    Character
    Orlane Armilly
    World
    Shiva
    Main Class
    Gunbreaker Lv 80
    So for you, using TBN during a TB or to protect a heal in pain or the other tank is useless? Making dps is good, but if you are tank, your first role is to make the team survive.
    This is the kind a words that irritate the dev team: "dps dps dps dps dps..." and that's why they've made mob more powerfull and tank less powerfull.
    Again, if you've the luck to raid with 7 other players with you are in symbiosis, it's not everyone's case, and as a DRK, I never hesitate to put a TBN on the other tank or another player in trouble.
    If they die, then you'll have a bigger dps lost than using a TBN.
    And you can't affirm they'll make Shake it off a support utility, and if they keep the same eye on the idea to make the team works together instead of just dps, WAR has a chance to be out.
    (0)
    "Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    From a DRK perspective:

    TBN:
    This skill should be a consistent dps gain when the shield breaks. It should reimburse both the cost and give 50 blood. Then change it to its PvP description (i.e. 20% for self or target party member, so that your teammate shield will only break under a substantial attack. This isn't something that should be haphazardly spammed in the hope that it breaks on a random auto. The counterattacks should be your reward for knowing all of the cleave timings.

    Bloodspiller:
    DRK offers the least in the way of personal burst. If so, we should offer more consistent dps on average. (This still works out to be harder than playing a burst-focused class in the long run, because any loss in uptime is costly, rather than just during your burst window).

    If Bloodspiller is to hit less hard, then it should at least hit as often (if not more frequently) as equivalents on other tanks. This could be done by increasing the blood gain on Souleater to 20, as it is in PvP. Speaking of Souleater and PvP, the life-steal should apply in Grit, as it does there.

    oGCDs:
    In 3.x, DA usage on oGCDs was built around the fact that you could apply DA on an earlier combo action and apply it on a later oGCD. Now that DA procs off of most GCD actions, it forces an unnecessary double weave. The cost should be built into the ability. Likewise, DP needs to be reworked so that it sees more use. Just make the DA effect baseline.

    In the long-term, I would like to see C+S cost blood and return MP, and DP cost MP and return blood, but I'm not sure if that will be feasible in this expansion, given the timing of when we learn certain skills.

    Also, if this tier has taught us anything, Plunge should be 20y, like every other gap closer.

    Blood Weapon/Price:
    At a 40 second recast, BW doesn't have good synergy with raid buffs. It should be 30 seconds, and be usable in Grit. Blood Price is useless in single target and a bit overpowered in AoE, and should either be re-tuned or re-purposed.

    Defensive Cooldowns:
    The easiest way to solve DRK's defensive issues is to shorten the recasts on both Shadow Wall and Living Dead, probably by a minute each to bring it in line with WAR. They could and probably should increase the recast on Dark Mind if they do this (or rework the skill entirely).

    Sole Survivor probably could do with a rework as well. It's a very niche skill with limited use. It should be a HP/MP leech effect while active.

    Grit Activation:
    In the interviews leading up to SB, the devs pointed out that one of the main sources of imbalance in HW was the flexibility with which WAR can stance dance compared to the other two tanks, which is why gauge costs were implemented at the start of SB. This was universally disliked. If we can agree that tank stance activation costs are awful, then no tank should have them, period.

    In particular, there is no reason why Grit or Darkside should have MP costs. There is a GCD penalty in place already. Having the double penalty on DRK is silly. In fact, the MP cost no longer exists in PvP.

    Summary
    TBN: Creates a barrier around self or other party member that absorbs damage totaling 20% of your maximum HP. Increases Blood Gauge by 50 and restores MP cost when full 20% is absorbed.

    Souleater: Increases blood gauge by 20 and restores HP outside of Grit (50% absorbed).

    Bloodspiller: Restores own MP (1200 MP).

    Carve and Spit: 450 potency at baseline, costs 2400 MP (DA cost is baseline).

    Dark Passenger: 240 potency/mob at baseline, costs 2400 MP.

    Plunge: Increase range to 20y. Increased enmity generation.

    Blood Weapon: Reduce recast to 30s. Make blood weapon usable in Grit.

    Shadow Wall: Reduce recast to 120s.

    Living Dead: Reduce recast to 180s.

    Sole Survivor: Absorbs HP/MP over time while active.

    Grit and Darkside: Remove MP activation cost.

    Increase the MP pool, to allow more room to float your resources.

    A number of these changes already exist in PvP. Just port them over, and they'll work wonders to the class.
    (4)

  5. #5
    Player
    Gravton's Avatar
    Join Date
    Sep 2013
    Posts
    377
    Character
    Gravton Pentest
    World
    Diabolos
    Main Class
    Gladiator Lv 80
    Consistency in cd times/effects across all tanks. I think dark dance should be redone now too, considering drk's cd shortage.
    (0)

  6. #6
    Player
    TheCount's Avatar
    Join Date
    Jun 2015
    Posts
    236
    Character
    Warden Azem
    World
    Mateus
    Main Class
    Dark Knight Lv 97
    I'll say that having played all three tanks, and still switching between them every now and then depending on what I feel like, I expect the most impactful changes to be for the DRK as I consider them currently the most in need of them. Warrior will likely get something done with shake it off or some other minor adjustments, and Paladin will likely see very little change as they are fine just the way they are pretty much.
    (2)

  7. #7
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    How I would change Dark Mind, probably wouldnt make many people happy, but would be;
    w/o Grit up, -10% physical dmg taken
    with grit up, -20% physical dmg

    w/o grit up, +DA, -10%magic dmg taken (physical mitigation is not present while magic defense is up)
    with grit up, +DA, -20% magic dmg taken.
    (0)
    CLAIRE PENDRAGON

  8. #8
    Player CaedemSanguis's Avatar
    Join Date
    Dec 2015
    Posts
    1,106
    Character
    Benedikta Harman
    World
    Moogle
    Main Class
    Gunbreaker Lv 100
    Im just hoping for very very very impressive/Pretty Weapon for the three tanks on the Ultimate
    (0)

  9. #9
    Player
    MoarLegion's Avatar
    Join Date
    Apr 2012
    Location
    Bastok
    Posts
    117
    Character
    Alindalia Finrandi
    World
    Excalibur
    Main Class
    Archer Lv 60
    -Revert Dark Passenger to HW.
    -Dark Mind is now 10%/20% damage reduction, not magic specific.
    -Shake it Off: 30% of next hit dealt as DoT damage. More realistically: Defiance only Equilibrium.(Not great but better than its current version.)
    -Reprisal and TBN buffed to 6-8s purely for more consistency with server ticks.

    Completely Unrealistic Wish: Each class has a native Rampart Equivalent.
    (1)
    (My current Free Company) officially states that, (Current Free Company) does not share, condone, support or otherwise endorse what I have to say. (Current Free Company) shall be held harmless and indemnified. Your consent to this agreement is assumed by reading this post.

  10. #10
    Player
    winsock's Avatar
    Join Date
    Jul 2014
    Posts
    788
    Character
    Chaosgrimm Winsock
    World
    Adamantoise
    Main Class
    Conjurer Lv 60
    I am really enjoying the stormblood pld, so much so that I have been maining it since SB release (switched from WHM).

    My only complaint about pld right now is that clemency feels a bit too powerful for a ffxiv tank role given the way healing works in this game.

    I'd be down for nerfing clemency burst. Maybe making it an oGCD HoT or something
    (0)

Page 3 of 7 FirstFirst 1 2 3 4 5 ... LastLast