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  1. #1
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
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    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Azerhan View Post
    WAR: more dps to balance the absence of support. To be sure it stays the "DPS-Tank" of FF XIV.
    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.
    (1)

  2. #2
    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

  3. #3
    Player
    shao32's Avatar
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    Apr 2015
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    arcadis
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    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)

  4. #4
    Player
    Azerhan's Avatar
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    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

  5. #5
    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
    WAR needs utility
    While not wrong, I would like to point out WAR does have its share of utility, even if its not quite seen.
    Holmgang is a mitigation CD, but its so darn useful, it leaves the other tank to save mitigation CDs for other stuff.

    And the most obvious one being slashing resistance.
    While SAMs and RDMs are the most common, and NINs still exist, there's plenty of groups, and times my raid group didnt have a NIN, and we never have a SAM, and we had to make our DRK OT switch to WAR OT (or MT for holmgang) just for the extra slashing resistance down. (since it wasnt clear enough, no, im not suggesting RDM has the slashing debuff. just that its one of 2, of the most popular DPS, showing that SAM is very likely to be in your group.)

    The issue with utility, stems from speed run builds, where they usually already have stuff covered.

    The oldschool path giving -10% raid dmg was nice, but still not going to make ppl pick WAR over another tank in that alone. (but it would honestly help cover the gap lost from "Cover" and "TBN" which WAR has nothing like, for similar function.)
    (0)
    Last edited by Claire_Pendragon; 09-27-2017 at 09:46 PM.
    CLAIRE PENDRAGON

  6. #6
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Claire_Pendragon View Post
    While not wrong, I would like to point out WAR does have its share of utility, even if its not quite seen.
    Holmgang is a mitigation CD, but its so darn useful, it leaves the other tank to save mitigation CDs for other stuff.

    And the most obvious one being slashing resistance.

    If you have a NIN, Im pretty sure its better to have WAR put up the debuff, where as SAM puts it up by default. (Correct me if im wrong)
    Highlighted important part. After leveling drk to 70 I considered possibly switching so pld and I could have a bit more leeway with dps stance, that was until I realized we had no other source of slashing in the party. So yea, war utility for the win I guess lol

    And yea, slashing debuff is in SAM rotation
    (0)

  7. #7
    Player
    MoarLegion's Avatar
    Join Date
    Apr 2012
    Location
    Bastok
    Posts
    117
    Character
    Alindalia Finrandi
    World
    Excalibur
    Main Class
    Archer Lv 60
    Quote Originally Posted by Claire_Pendragon View Post
    If you have a NIN, Im pretty sure its better to have WAR put up the debuff, where as SAM puts it up by default. (Correct me if im wrong)
    NIN slashing debuff is linked to their 18s dot, so its basically default.
    (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.

  8. #8
    Player
    Phoenicia's Avatar
    Join Date
    Oct 2013
    Location
    Idling in Idle-shire
    Posts
    748
    Character
    Naomi Enami
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Claire_Pendragon View Post
    *Slashing Resistance Down Things*
    RDM has nothing to do with Slashing. Its enchanted melee combo is magic, non-enchanted along with the oGCDs are Physical Pierce.

    Even if SAM and NIN are present there are a few interesting facts (and benefits) about this slashing debuff:

    1- WAR accesses it on second GCD whereas SAM applies it for the first time a bit late depending on which opener they use. i.e. on about the 9th GCD in 1 Sen Hagakure openers. NIN applies on 3rd GCD regardless. It does not matter THAT much since it's only at the beginning of each fight or after boss invulnerability periods.


    2- The order is: SAM, WAR, NIN SAM's debuff overwrites WAR's but is longer. NIN's debuff is overwritten by WAR's because it's shorter. I believe 30 > 24 > 21 for SAM, WAR and NIN respectively.

    3- This really follows the above points but deserves to be its own since it is a bit detailed:

    In the natural DPS rotation, WAR applies Maim every combo from their second hit. Even if you need to build enmity, Butcher's Block doesn't need to be used more than once every Storm's Eye duration. This benefits the slashing DPS jobs in an interesting way.

    SAM wants to cycle different combos for Sen. When SAM wants to apply Higanbana (the DoT) it needs 1 Sen. If you know the other person will reapply it before it falls off, SAM can rearrange its combos for a choice of extending a buff early or using the faster Sen from the 2 step combo Yukikaze.

    With either of the other two present, NIN can allow its slashing debuff to fall off for just under 2 seconds to allow a full Shadow Fang DoT instead of clipping it early to ensure slashing debuff doesn't fall off. This may also add another Aeolian Edge combo.

    DISCLAIMER: Take this with a grain of salt as I do not main SAM nor NIN but I play them on and off on an alt character. The info above is what I picked up from other NIN/SAM players and may not necessarily be adequate DPS gains. If so I stand corrected and would not mind being told the correct way.
    (0)
    Last edited by Phoenicia; 09-27-2017 at 01:39 PM.

  9. #9
    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
    snip.
    you know how TBN works? Its a 5 seconds shield, you can only make it useful for others on tank busters and cast raid aoes, and the chances of someone need It in just a normal party are minimal on non tanks.
    WAR have much more utility in real combat thanks to the shorts CDs and storm eye, they dont have any chance to be Out, the point its have all tanks being viable not make one mandatory for speedruns, bigger dps gaps betwen tanks bring more problems that solutions and thats a proof from heavensward.
    (1)

  10. #10
    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)