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  1. #1
    Player
    Maneesha's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    148
    Character
    Maneesha Rayne
    World
    Shiva
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kalise View Post
    Dark Mind is a variant of Thrill of Battle/Camouflage with a modest CD (90s for ToB/Camo and 60s for DM)
    its a good point

    Quote Originally Posted by Izsha View Post
    snip.
    I do agree with you and personally never had an issue with drk's mitigation/cd's and yes usually with 2 tanks you cycle through the cd's and plan ahead when a cd is used. I simply don't understand why they want to keep their "magic tank" theme, after they made paladin being able to deal with all types of dmg (where he struggled with magical one,since block didn't effect magic), warrior never had issues with it (thou he had a skill which could only counter phys. type) and want to keep drk of being the "magic tank" (or being the only one who has cd's to deal with magic only abilities, while the other tanks can deal with both types at the same time with every skill they have). One could say GNB is now the counterpart to DRK, because he has a def skill which is based on parry and 10% flat dmg reduction, but i am not a fan of this skill because its only a 50/50 if it parry's or doesn't, but he only has this 1 skill and drk has 2 which only deal with magic.
    Sure most of the raid wide aoe's were almost always magical, likely it wont change, still if a drk were to go into an encounter (if the devs decidet to design it this way) with only phys. raid wide aoe's, he couldn't provide any raid support again (i know its pure speculation, which might never happen)
    Either they are more consequent with the ideology of "magic def tanks"/"phys. def tanks"(in making 2 tanks phys.def tanks and 2 magic def tanks) or they completely abolish it.

    Yes i am a bit nit-picky on this
    (1)
    Last edited by Maneesha; 06-02-2019 at 07:23 PM.

  2. #2
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by whiskeybravo View Post
    I know we've got a few threads going around but wanted to pen down some of my thoughts and encourage others to do so as well.

    PLD:
    This job actually seems fine TBH. HP effecting Spirits Within potency is somewhat questionable after removing it from Upheaval. Sheltron may end up being busted at higher item levels as PLD block damage increases.

    WAR:
    Nascent Flash being tied to Raw is questionable. Quite frankly it would've made more sense to have Nascent Flash replace Inner Beast but include the option to simply be given to a target at reduced potency. The self heal seems rather inconsequential. Onslaught needs Beast gauge cost removed, or potency increase to 225. As it stands 20 BG is worth a minimum of 216 potency.

    DRK:
    Rework not enough. Remove the DoT from GNB and give it to DRK. Dark Missionary needs to reduce all damage 15%, not just magic. Dark Mind should have 2 effects like Thrill of Battle or Camaflouge, since fluff mitigation was neutered, or apply to all damage types. LD needs to be re-evaluated in some capacity, either make it stronger/less punishing to justify 5 min CD or lower the CD to justify using it more freely.

    GNB:
    Camaflouge parry buff is questionable, 10% flat reduction is nice but CD may be a bit too long. Need to see this in action to gather much else, it's sounding like it may need some help in DPS but really it's too early to tell without getting our hands on it. Auto shield from combo seems really great.

    ---- Other thoughts

    I find it incredibly odd that GNB gets 3 combos and 2 DoTs while DRK was stripped of everything but Souleater combo, there is more than enough room for DRK to get Scourge back. And please stop with the physical/magic damage type separation, we tank both types in all the different content.

    Missing a lot of our old fluff mitigation CDs, which is a bit sad, although I suppose it's somewhat offset by constant 20% damage reduction. It's just going to be hard to "feel" how effective the new tank stance trait is, since we won't really get to see how much damage we'd be taking without it.. Nor will we have any interaction with it (which honestly I may just value higher since WAR doesn't have a lot of oGCDs, fluff mitigation was practically all we had to press between our attacks >.>)

    Other than that it's seeming fairly well balanced, just a few minor tweaks to help bring the tanks more in line with one another.
    Gonna miss Dark Knight's Power Slash and War's Butcher's Block. They had great animations.

    Couldn't agree more about Onslaught needing cost removed or some other adjustments. = )
    (0)

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