Needing a target has not really been an issue with WAR. Sure, there are a few mechanics spread about, such as Nael diving in on UCOB where PLD might pop HG early (without a target). But those are very few and far between in my experience. And, you can certainly get trapped in AoEs in dungeons, but as I already mentioned it's not been an issue in any savage raid this expansion, at least. The only thing I can think of that comes close is forsaken 3 & 4, you can't pop Holm too late or else you won't make it the edge in time if you get confuse tether. Worst case, it's not like CDs have a strict usage so if you can't use Holmgang for something in particular you just use it on something else. And the most obvious difference should be, WAR doesn't need to be healed to full after Holmgang. That's really the whole kicker with LD, why is there this additional burden? It's not like it's so much better than Holm and Hallowed that it needs a negative condition attached to it everytime you use it.
I think the HP restore is made a bigger deal than it really is. Sure, all the return heals add up over the course of a fight, but at any given moment it's not going to save you, it's not going to get anywhere near close to saving you. And WAR is not performing Storm's Path for the self heal, they are doing it for the gauge generation. The self heal is just there.
That said, I don't see a particular reason why the self heal is currently locked behind grit. (I think it's a relic from the sweeping tank changes SB initially brought) It'd be the same for DRK, not spamming soul eater for the heal but because it's your highest dps combo. The heal just happens to be there. But I'd rather see a significant HP restore for DRK, changing soul eater alone isn't enough. It doesn't really do anything make DRK appreciably better than before.
So I didn't really approach that in my OP since I'd like to see something a bit different. Such as, being able to accumulate another stacking resource by performing Dark Arts that could then be converted into HP or MP in a given situation. It would need to be a fairly simple resource since DRK is already managing 2 (MP and Blood), I just think having another resource like that would open up a lot of avenues to make DRK unique again. Give it a noticeably different feel than the other tanks.
Mmm.. I kinda see what you're saying, but in my head the DRK is "technically" invulnerable. I guess I worded it kind of short, but the idea is to have the clone take all damage while it's up. I know it kind of sounds like "if I have 60,000 HP then the clone will only absorb 59,999 HP worth of damage" but that's not exactly what I meant. It would be treated just like you, if you have 60k HP and take 100k damage, you just die. The 40k left-over damage doesn't transfer to someone else. So the clone would be the same. You could pop it a little early to absorb some AA and a TB. But this change wouldn't allow you to use it on something like UE+Hyperdrive because the UE would kill the clone (as there wouldn't be any HP left after). If we change it around and say Hyperdrive was first instead of after, maybe Hyperdrive doesn't do enough damage to kill the clone right away so it's still up to take the UE.



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