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  1. #11
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    if everyone had an anti-knockback then there would be no point in having an anti-knock back.
    (2)

  2. #12
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    or just make Plunge match it's peer with Onslaught. sure WAR has holmgang, but that's just an additional effect to it's invuln skill.
    (0)

  3. #13
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DrWho2010 View Post
    if everyone had an anti-knockback then there would be no point in having an anti-knock back.
    They already do. Most everyone has one.

    DRG: Role + Timed Jump x2 (60s, 60s, 120s CDs)
    MNK: Role + Timed Shoulder (x2 if you want) (60s, 30s(+1 charge on wind))
    NIN: Role (Dunno if shukuchi if timed would work) (60s)
    SAM: Role + Timed dash (60s, 10s + 10 kenki)

    BRD: None but ranged
    MCH: None - ranged

    BLM: Role + Ranged to begin with
    SMN: Role + Ranged
    RDM: Role + Timed corps-a-corps + Ranged (40s, +1 every 140 if you need)

    PLD: Tempered Will + Hallowed if you really need it (180s, 420s)
    WAR: Timed charge + Holmgang (20s + 10 guage, 180s)
    DRK: Timed leap (30s)

    WHM: Role + Ranged
    SCH: Role + Ranged
    AST: Role + Ranged

    Combine this with the fact that DRK loses the most from having to disengage from the boss and it's just punishing. A WAR can game burst windows to make disengaging slightly less harsh and a PLD can enter HS phase to mitigate downtime from the boss.
    (6)

  4. #14
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,806
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Just increase Plunge range so that, like a Shoulder Tackle, it's decently reliable as a knockback counter. And decrease its animation lock duration while we're at it.
    (2)

  5. #15
    Player
    kashi11's Avatar
    Join Date
    Jan 2017
    Posts
    161
    Character
    Kashi Venka
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    Quote Originally Posted by BlackironTarkus View Post

    ...Combine this with the fact that DRK loses the most from having to disengage from the boss and it's just punishing. A WAR can game burst windows to make disengaging slightly less harsh and a PLD can enter HS phase to mitigate downtime from the boss.
    Not to mention the potency loss from holding Plunge for a knockback mechanic. :/

    I actually suggested reducing the potency of plunge to help reduce the loss from holding it for this purpose in my DRK Rework.

    Plunge
    • Potency has been reduced from 200 to 100.
    • Range has been increased from 15y to 20y

    Note: ~ -3.3 PPS
    Note: Animation lock reduced to match other gap closers
    (0)

  6. #16
    Player
    MahoSenshi's Avatar
    Join Date
    Feb 2016
    Posts
    133
    Character
    Raven Quinn
    World
    Cerberus
    Main Class
    Paladin Lv 70
    PLD can enter HS phase to mitigate downtime from the boss
    Most of the time - no. HS phases are timed to rotation phases, saving them for knockbacks will be overall DPS loss most of the time.
    I agree that having to anti-knockback ability sucks. Just as having no gap-closing ability. As always, WAR have both, while two other tanks suffer
    (1)

  7. #17
    Player
    BlackironTarkus's Avatar
    Join Date
    Jul 2015
    Location
    Ul'Dah
    Posts
    104
    Character
    Jin Karasu
    World
    Balmung
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by MahoSenshi View Post
    Most of the time - no. HS phases are timed to rotation phases, saving them for knockbacks will be overall DPS loss most of the time.
    I agree that having to anti-knockback ability sucks. Just as having no gap-closing ability. As always, WAR have both, while two other tanks suffer
    When faced with a situation in which you will have 0 dps for more than a certain number of globals, why wouldn't you burn your MP on holy spirits? Like if you get burning winds in 7s. I don't pld enough but wouldn't that be a dps gain over sitting there doing nothing? even if it messes up 1 HS phase
    (0)

  8. #18
    Player
    MahoSenshi's Avatar
    Join Date
    Feb 2016
    Posts
    133
    Character
    Raven Quinn
    World
    Cerberus
    Main Class
    Paladin Lv 70
    For long disconnects, sure. For knockbacks? Lets assume PLD lose Tempered Will (which already have way longer CD than Arm's Length or Surecast). Boss pushes you away. You can HS but then will need to run in melee anyway, and often next mechanic is a raid-wide AoE so you need to be close in order to get heals.
    (1)

  9. #19
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by BlackironTarkus View Post
    They already do. Most everyone has one.
    i mean you're not wrong but i think OP is just straight up asking for an easy anytime anti-knockback button.
    (1)

  10. #20
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Valdegarde View Post
    I would prefer if Plunge's range was increased and/or the animation lock was toned down a bit.
    This. Just match onslaught on range/animation lock and it would be fine.
    (1)

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