You may be don't know, but others do.
+15% of current defense values.
You are welcome.
You may be don't know, but others do.
+15% of current defense values.
You are welcome.
No need to be rude. I'm well aware of its flat bonus. However its un-intuitive. like Seraphor said its basically a second weakness penalty. It clogs up cross roles and should be done away with or at the very least be made better.
Better version...how? In dungeon content, that 15% boost helps when you have tanks doing wall-to-wall pulls. Make protect any higher than what it is, and it becomes a very mandatory role action. There are healers who will cast protect at the start of an instance, and then immediately switch out to a desire role action. It's not as if you need to keep protect on your role action the entire time.
I'll admit, I'm confused about the second weakness penalty. Can that be explained?
+15% defense does NOT mean 15% less damage taken. The actual value if that defense is like....3% mitigation if I remember correctly?
It's pretty useless, but I mean it's free so we're expected to use it. If you were forced to have it equipped to have the effect persist, I wouldn't bother in dungeons, and maybe not even in raids. Assuming I would need surecast of course.
yes, you are technically not forced to use Protect, because it's a rather weak buff. at least in casual content - in raid progression it's a different story, when every little bit counts. but you will have two healers there and only one needs Protect.+15% defense does NOT mean 15% less damage taken. The actual value if that defense is like....3% mitigation if I remember correctly?
It's pretty useless, but I mean it's free so we're expected to use it. If you were forced to have it equipped to have the effect persist, I wouldn't bother in dungeons, and maybe not even in raids. Assuming I would need surecast of course.
however, actually you are forced to use Protect, because a dungeon will not start without you casting it. we are just so used to wait for the Protect at the start of a dungeon that a healer will land very often in a situation where he has to defend himself why isn't casting Protect. and of course has to explain every time when a dungeon starts that he will not cast it, otherwise people will stand there useless waiting for a while.
Last edited by Tint; 04-13-2018 at 10:51 AM.
My point is that the mitigation is so insanely minor, that if you were forced to choose between protect or other cross class skills, Protect would be thrown into the bin without a second thought. Mechanics wouldn't even need to be rebalanced around not having Protect.
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