I think they're letting the media reveal more info next week, plus there is more live letter after E3, and then there is the job guide that will be posted.My problem with this situation, and the way SE chooses to handle the pre-release info, is that I don't know what is being changed.
The changes to stances are good, but what about my actual jobs? I've seen those flashy new animations in the trailer, but how do those skills interact with the rest of me kit, and what about that kit has been changed to facilitate the new stuff?
I really wish SE would just give us a break-down of how the jobs work now, with proper tooltips and everything >.<

My problem with this situation, and the way SE chooses to handle the pre-release info, is that I don't know what is being changed.
The changes to stances are good, but what about my actual jobs? I've seen those flashy new animations in the trailer, but how do those skills interact with the rest of me kit, and what about that kit has been changed to facilitate the new stuff?
I really wish SE would just give us a break-down of how the jobs work now, with proper tooltips and everything >.<
bring me dark arts or gimme the dark flames and for the love of sound bringers get rid of that rid stank line. Dont need to spam dark arts but it was such a cool power boost animation and now its like our shadow is cooler than we all. cool skills though



For what I could see I really like the tank changes, GNB looked a little be lacking on the flashiness but it's okay.
My fear is they gave up on making the tank role fun and engaging the play and made the choice to make the jobs themselves fun to play instead of trying to strike a balance between the two on them. As it stands I do enjoy how tanks currently playing since for me they were close to hitting that balance, I was hoping that moving forward they would put a tad more emphasis on the tanking aspect while still making the dps aspect important. Though it seems like they gave up on that and have made tanking to a degree passive so to speak.


I like the changes. Tanking has been trivialized for a while now and we've been avoiding enmity combos and tanking stance in raids as much as we could since late ARR/early HW. Since then, SE kept giving us more and more DPS-focused abilities but the tanks' DPS rotations were still really basic and easy because they had to have 3 slots dedicated to enmity combos on top of multiple slots taken by defensive CDs. It makes more sense to just do away with the stance system and enmity combos and go balls-deep on DPS rotations and cool job mechanics with all the freed-up space. It's also great because now our enmity generation will directly be tied to our DPS. Since we won't have any enmity generating combo anymore, we can't just get a gigantic lead in the first 3 GCDs and just be bad or sit down for the rest of the fight and still keep agro. We'll have to turn the tank stance on and deal good damage in order to keep a constant enmity lead over our hot-headed DPS friends for the whole fight. Rewarding good DPS with more "tanking power" (which are aggro and survivability) is the right way to go.

Might as well leave tank stance off and just say "I'm DPS that happens to be in the tank role"
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