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  1. #1
    Player
    ValentineSnow's Avatar
    Join Date
    Mar 2015
    Posts
    85
    Character
    Shiroe Sora
    World
    Sargatanas
    Main Class
    Culinarian Lv 90

    Mitigation comparisons after media tour

    A lot of the tank mitigation skills have been normalised across the board.

    All have an invuln, all have a weak and strong mitigation tool (rampart + sentinel equivalent) and all have a quick mitigation tool like sheltron. Etc.

    Yet there are still mitigation outliers that I noticed looking through the skills that bug me. And yes I know, all subject to change blah blah, but I'm working with the numbers presented right now.

    So to start let's look at the normalised strong mitigation tools.

    All tanks now have a 30% mitigation on 2min CD. sentinel was brought down from 3mins and reduced to 30% mitigation.

    BUT, war still has counter attacks on vengeance. Meaning war's strong mitigation tool is just inherently better than the others. This kinda sucks, but not because war gets a better skill, but because everyone else gets a worse one.

    I would much rather have seen everyone get a unique effect to their strong mitigation skill, like pld keeping the 40% but getting the 2min recast, war keeping counter attacks and drk and gnb getting something new and unique attached to their skills. As it stands, they're all just 30% mitigation on 2min recast, but war gets counter attacks too.

    Next I want to talk invulns.

    So it seems like war and pld just have the standard here with holmgang and hallowed ground. While drk and gnb get stuck with the off brand versions.

    Superbolide is just straight up worse than hallowed ground, having a shorter duration, lowering your hp to 1 for no good reason and having the same recast time.

    Living dead is just straight up worse than holmgang, having a similar effect, granted it has a longer duration, but also it kills you if not fully healed and has a longer recast.

    Why do gnb and drk just have inherently worse skills? Living dead in particular is the worst tank invuln ever, which has been discussed to death since it's implementation but still hasn't changed. Why does your invuln kill you?? drk can't even heal through the effect itself even with the buffs to souleater and abyssal drain, making it the only skill reliant on someone else when using it.

    I know when looking at the tanks you need to look at their kit as a whole, but these abilities are normalised across the board and yet some are just outright worse for no reason. What do you think about the mitigation changes and what other disparities have you noticed between the tanks?
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  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by ValentineSnow View Post
    What do you think about the mitigation changes and what other disparities have you noticed between the tanks?
    Dark Knight has Dark Mind and Dark Missionary giving them 2 extra CD's to deal with Magical damage. But also The Blackest Night has a cap on its effective mitigation unlike other Tanks whom have 25% damage reduction/guaranteed block.

    Paladin having guaranteed blocks for 6s from Sheltron is the most powerful short CD mitigation skill. Since, Blocks scale up to 30+% damage reduction and most importantly, are factored in BEFORE other sources of damage reduction, such as the new inherent Tank Trait and other CD's such as Rampart/Sentinel.

    Gunbreaker's short CD is only 15% damage reduction (With the only upside being that when used on someone else, it's still 15% damage reduction instead of 10% like Intervention/Nascent Flash as well as transferring over your shield from Brutal Shell)

    This means that Paladin has the best short term mitigation and the most powerful invulnerability skill (Just with a long CD).

    Warrior still has unequivocally the best invulnerability skill because of the 180s CD on Holmgang, compared to the 420s (Blaze it) CD of Hallowed Ground and Superbolide and 300s CD of Living Dead...

    As far as additional CD's go... Dark Knight wins out by a mile with DM/DM. Warrior gets Thrill of Battle (Now with Convalescence) putting it at 2nd place. Gunbreaker comes 3rd with its Anticipation with slight buff (Up to 50% parry with a 10% damage reduction tacked on... All for the cost of 30s more CD...) AKA Camouflage. While Paladin comes last because it doesn't have anything (But it's more than made up for by the fact that Sheltron is so strong)

    Basically, without any changes, the new meta for Tanks will be Warrior MT and Paladin OT.

    They have the best tools to deal with Tankbusters. Warrior simply Holmganging most of them, while popping everything else to deal with stuff while there's a CD. While Paladin can step in and use OPtron to mitigate damage as well as their Hallowed Ground when necessary.
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  3. #3
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,390
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Some of them have worse versions, I agree, but as a PLD I wouldn't want them to homogenize other tanks with Hallowed Ground.

    Gunbreaker can use their regen on themselves to they have some health after it expires, if necessary.

    Tank swaps make MT and OT hardly a thing in the very content where tank metas matter, so we may as well just not care which does which in Shadowbringers.
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  4. #4
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    well lets see, by the base every tank have rampart and a 30% mitigation tool same recast same duration with WAR having that extra plus, starting by that let's see what all tanks have:

    WAR:
    new raw intuition basically a small rampart, thrill of battle combained with convalescence and holmgang with 180s recast.
    they can selfheal himself with path, equilibrium and nascent flash all of then free use.
    still have shake it off unchanged as a party utility and nascent flash for single target that can be use to benefic yourself too.

    PLD:
    sheltron upgraded but still we don't now how much damage they block and hallowed ground with his usual 7 min.
    in terms of selfhealing they only have clemency, cost MP and a GCD to use, they don't have any reliable selfhealing outside of that.
    utility the usual, cover nerfed, intervetion, veil and passage of arms unchanged and clemency at the cost of personal dps.

    DRK:
    dark mind nerfed to 20%, TBN without personal changes and living dead unchanged.
    in terms of self healing DRK only have soul eater and abyssal drain every 60s, heavy nerfed on the aoe ground.
    for utility they have a improved TBN with a 25% shield to the target and dark missionary that only cover magic damage for some reason.

    GNB:
    they have heart of stone, camouflage, brutal shell and superbolide as invul.
    in terms of self healing they have brutal shell and aurora all of then free use.
    for utility they have heart of stone for mitigation and aurora for healing and as aoe heart of light.

    as far i see it both WAR and GNB have overall better and more universal mitigation kits in quality and number of skills with a sustancial amount of selfhealing with no cost at all for himself and to others.
    they utility heart of light and Sio have nothing to envy and the single target mitigation utility despite being a bit limited compared to TBN and intervetion offers a great amount of healing to his co-tanks, healing that have much more value in a game where tanks only need to survive the hit.
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    Last edited by shao32; 05-30-2019 at 02:36 AM.

  5. #5
    Player
    Edgedy's Avatar
    Join Date
    Oct 2013
    Posts
    155
    Character
    Aurion Pax
    World
    Exodus
    Main Class
    Gunbreaker Lv 90
    It should be noted, however that Paladin's mitigation will scale from 18% to 30% across the expansion, so it is not that great out the door at the beginning of 5.0 but will improve by 5.4.
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    Last edited by Edgedy; 05-30-2019 at 02:46 AM.