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  1. #1
    Player
    Claire_Pendragon's Avatar
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    Apr 2011
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    Limsa Lominsa
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    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Aana View Post
    * War is the SQUISHIEST tank NOT in tank stance by a HUUUGE margin.
    Imo, WAR's less squishy, if we're talking about continuous dmg, rather than TBs. If we're talking about TBs, then thats also debatable. Holmgang does line up with most major TBs, leaving more CDs for other spots. (Though holmgang can be viewed as squishy too, dependent on perspective.)
    For the filler auto attacks, Raw Intuition helps a ton compared to DRKs options for filler/cleave dmg. (more so cleaves, as they are min busters and hit more often)
    DRK does make up for it, with some of its light self healing per Soul Eater. (and if DA is saved for soul eater more, then it will heal a small % more)

    As for the -6% on TBN, technically its lower, but thats a whole 'nother argument (along side factors of comparing MP to CnS to basic DA)
    (I forget the number, but I think it was 32 potency. I'd have to go searching around for how they came up with this number, as it makes sense when looking at the math, but I forget the process on how they figured it out, and what most ppl were forgetting when doing the math)
    but the main thing to consider, SE didnt want TBN to be used on CD like plunge, they wanted it to be for actual emergencies, and a means to "Catch up" the dmg, so it has to be a loss. (just how little the loss is, is of course the argument, and even 30 potency isnt world shattering.)

    Quote Originally Posted by Chrono_Rising View Post
    In 10 all the stack and spread mechanics were magic based. 11 Had the hawk eye thing... I forget what it was but it put a massive circle around you and hit fairly hard and since your healers were far away it needed cooldowns in prog with autos. Also the dash mechanics were magic based but I doubt anyone mitigated for this. On this subject we have the 11 killer of pld on this turn, which was that you could holmgang and living dead through almost all of the actual tank busters and never do the mechanic where as pld at 7 minutes could not cheese as many. Though this issue went away as people got faster the stigma remained.
    Stack and Spread? you mean the traps? Fairly sure they were physical, except the ice spikes, and even then u cant lower thier dmg with delirium. just dark mind. (plus u shouldnt be getting hit by this)
    As for 11, i have no idea what u mean about hawk eye, other than the OT being hit by a proximity attack, which im fairly sure raw intuition worked on. (The dash mechanics were going to have everyone hti by an AoE heal, so mitigating it was a waste of a CD. If everyone is hit for 5k dmg, and everyone gets healed for 5k, taking 3k means u get over healed by 2k.)
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    Last edited by Claire_Pendragon; 10-06-2017 at 01:05 AM.
    CLAIRE PENDRAGON

  2. #2
    Player
    Chrono_Rising's Avatar
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    Jun 2017
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    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Claire_Pendragon View Post

    Stack and Spread? you mean the traps? Fairly sure they were physical, except the ice spikes, and even then u cant lower thier dmg with delirium. just dark mind. (plus u shouldnt be getting hit by this)
    As for 11, i have no idea what u mean about hawk eye, other than the OT being hit by a proximity attack, which im fairly sure raw intuition worked on. (The dash mechanics were going to have everyone hti by an AoE heal, so mitigating it was a waste of a CD. If everyone is hit for 5k dmg, and everyone gets healed for 5k, taking 3k means u get over healed by 2k.)
    I've forgotten too much of a10s to remember the stack/spread mechanic. I call it that because thats how you handled it and it was magical in nature.

    A11s Optical sight aoe damage (the unavoidable kind not the center mechanic) was magical as well as whirlwinds, and especially double whirlwinds, also if you weren't skipping lapis phase the ending mechanic to that phase was also magic in nature and delirium would help. There are actually a ton more aoe magical mechanics in a11s than there were physical tank busters. Spin crusher was physical but completely avoidable and the stack one was physical but we could use our ultimates through it. What made a11s hard was definitely not the tank busters, but part of the difficulty was high magic raid damage following eachother or worse following 1 HP attacks. Of course a11s was hard for groups for other reasons too but it had nothing to do with the classes.
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    Last edited by Chrono_Rising; 10-06-2017 at 01:37 AM.

  3. #3
    Player
    Claire_Pendragon's Avatar
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    Apr 2011
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    Limsa Lominsa
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    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    I've forgotten too much of a10s to remember the stack/spread mechanic. I call it that because thats how you handled it and it was magical in nature.

    A11s Optical sight aoe damage (the unavoidable kind not the center mechanic) was magical as well as whirlwinds, and especially double whirlwinds.
    I think you're refering to near the end, with the buzz saws, and ppl take magic dmg there.
    (not the MT, other than auto attacks. Storms Path was better for that, followed by the possibility of Reprisal, though I tend to use reprisal as a CD, so i hardly used it for raid dmg, except when we struggled on some early on)
    Though if thats wrong, Im out of ideas as to what u mean.

    For A11S, the dmg that goes evenly to everyone is very minimal, like 10% of their HP minimal. Wasting a CD of GCD on that seems a bit overkill. (Plus isnt a MT thing.)
    Whirlwinds, which I did forget about, was definitely something was difficult w/o some raid wide mitigation. I usually was only able to get a single reprisal up for a single whirlwind the whole fight, even with an attempt to bait a parry with dark dance. (since the auto attacks were so few and far between, right before a whirlwind) So it was definitely better to have a WAR for Storms Path on that.

    When comparing PLD to DRK as MTs, I still see PLD better for those fights, more so A11S. I do agree hallowed is far worse for solo tanking the shared TB, but most groups had WAR OT, and most groups just had the WAR solo it with holmgang.
    By the time you're at the end, and might need to solo it again, not that you need to, DRK and PLD can use their invincibles.

    So I think PLD still lined up for having more CDs for more TBs, while having more filler CDs foir autos.

    All of the magic dmg was AoE, and therefor, mitigating it for yourself was pointless. (To avoid over healing)

    EDIT: forgot delirium, that would help on Whirlwinds.

    (Though my stance on PLD still remains, solely from having healed them for it, and my healers saying it was easier when i was PLD for A11S, than DRK, though my DRK was easier for them on A12S, etc, but i will agree the AoE dmg being lowered for less raid wide dmg does make things easier for the group, and not just to heal the MT)
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    Last edited by Claire_Pendragon; 10-06-2017 at 01:41 AM.
    CLAIRE PENDRAGON

  4. #4
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
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    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Claire_Pendragon View Post
    I think you're refering to near the end, with the buzz saws, and ppl take magic dmg there.
    (not the MT, other than auto attacks. Storms Path was better for that, followed by the possibility of Reprisal, though I tend to use reprisal as a CD, so i hardly used it for raid dmg, except when we struggled on some early on)
    Though if thats wrong, Im out of ideas as to what u mean.

    For A11S, the dmg that goes evenly to everyone is very minimal, like 10% of their HP minimal. Wasting a CD of GCD on that seems a bit overkill. (Plus isnt a MT thing.)
    Whirlwinds, which I did forget about, was definitely something was difficult w/o some raid wide mitigation. I usually was only able to get a single reprisal up for a single whirlwind the whole fight, even with an attempt to bait a parry with dark dance. (since the auto attacks were so few and far between, right before a whirlwind) So it was definitely better to have a WAR for Storms Path on that.

    When comparing PLD to DRK as MTs, I still see PLD better for those fights, more so A11S. I do agree hallowed is far worse for solo tanking the shared TB, but most groups had WAR OT, and most groups just had the WAR solo it with holmgang.
    By the time you're at the end, and might need to solo it again, not that you need to, DRK and PLD can use their invincibles.

    So I think PLD still lined up for having more CDs for more TBs, while having more filler CDs foir autos.

    All of the magic dmg was AoE, and therefor, mitigating it for yourself was pointless. (To avoid over healing)

    EDIT: forgot delirium, that would help on Whirlwinds.

    (Though my stance on PLD still remains, solely from having healed them for it, and my healers saying it was easier when i was PLD for A11S, than DRK, though my DRK was easier for them on A12S, etc, but i will agree the AoE dmg being lowered for less raid wide dmg does make things easier for the group, and not just to heal the MT)
    This is my last post on this as we are debating something which is widely agreed upon, and is no longer a question since we no longer have some of the skills which made a difference, and has nothing to do with current tank balance. Delrium should have been kept up 100% for dark knight dps rotation. It's mitigation was a fact of life with a dark in the party and was always refreshed whether needed or not, then we had reprisal which with the bosses physical autos could be maintained with dark dance. Further the cycling of magical aoe attacks and physical attacks meant we could mitigate about 90% of the fight with down times. As far as tank busters were concerned the favorite strat of many was to simply tank ultimate through them, meaning mitigation was unnecessary and could be more effectively used elsewhere.

    I am not talking about the saws in a10s. The bomb stack and spread mechanics happen periodically though out the fight in a10s were magical in nature. Any small difference in mitigation for the main tank could be easily over come with damage mitigation for the party as a whole.
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    Last edited by Chrono_Rising; 10-06-2017 at 01:57 AM.