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  1. #51
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,881
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rox_Unlimited View Post
    ...
    Right now, invulns are much too powerful. Over the course of a ten minute period, you can probably knock out four to five tankbusters with invulns alone. Even if you're faced with a tankbuster every minute, you're still left with a massive surplus of cooldowns.

    Also, because invulns generally get reserved for tankbusters, recast trumps everything else. It doesn't matter that Superbolide and Hallowed prevent damage. Holmgang has half the recast, and double the uses per fight.

    If tankbusters and say, certain mechanics (like the o6s stack) simply penetrate through the invuln, you're now forced to ration out your cooldown rotation. It actually becomes important to know how much damage a tankbuster does so that you can hit the right safety threshold, as opposed to alternating between invuln and supercooldown.

    That doesn't necessarily mean that invulns will become useless. You could still use them outside of tankbusters or on things like cleaves to reduce the load on your healer. It also creates an interesting trade-off - you might have the likes of Holmgang up on a shorter recast, but you might not as readily find places to use it over something that simply prevents damage. So now the trade-off between "preventing damage" and "shorter recast" actually becomes meaningful.

    Besides, it would be great if, on the first raid tier this expansion, tanks lazily pop Holm into the first tankbuster, only to get wrecked. Let's learn how to mitigate again. I daresay that the promise of having to come up with a mitigation strategy is what got some of us into this role in the first place.
    (1)

  2. #52
    Player
    Rox_Unlimited's Avatar
    Join Date
    Jul 2015
    Posts
    91
    Character
    Rox Unlimited
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Lyth View Post
    snip
    I feel like your really only targeting holmgang. Anyway I don’t think it’s a lack of people knowing how to mitigate because you can’t invuln every single tank buster in a fight. In O10S you could get off at most 3 Holmgangs and 1 HG before you hit enrage and the boss uses tank busters almost back to back in his last phase on top of putting a debuff where only one tank can have him. Even with invulns if the same tank got marked twice, they are probably out of cooldowns or don’t have strong enough ones to eat it without party help. Yes, Holmgang and HG are the strongest invulns because one is usable often and the other makes you immune. They are super cooldowns for a reason. Living dead and Superbolide are the weakest due to their draw backs. YoshiP even said it’s because HG May be too strong. Yes, they would not be completely “useless” but with a long cooldown and an effect that doesn’t make you unkillable would be no different than a more glorified and longer cooldown sentinel/vengeance/shadowall/nebula. They would still be sued in the same effectiveness of mitigating a tankbuster. What’s so different than using a holmgang to live or popping a holmgang that doesn’t make you immune but makes you take less damage? You still will live and need healing afterwards. They’re are instances were specifically HG can be used to completely SKIP mechanics (O11S stand in corner ignore entire pantokrator 2). Changing them from making you invincible will do absolutely nothing because they will still be used the same way in mitigating a tank buster. Knowing that you can mitigate 2 tank busters and reserve your weaker cooldowns for the others IS knowing how to mitigate. They are meant to be strong and they are not going to be changed.
    (1)

  3. #53
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rox_Unlimited View Post
    Can’t find a link, but from Aletin in the Balance Discord.
    Known E3 build changes
    sonic break;
    100p base potency, 90p per tick, 30s dot, 60s recast
    compared to media tour;
    300p base potency, 50p per tick, 15s dot, 30s recast.
    1000p new vs 1100p old
    but the new also requires 1 less gcd per minute which may or may not matter, requires mapping to see the full extent of the gain

    no mercy;
    20% up from 10%

    gnashing fang;
    30s cooldown down from 35s

    Heart of Light;
    10% instead of 15% and is now only magic instead of all damage
    I believe this was nerfed for 2 reasons.
    1) It was strictly better than Passage of Arms, giving the same damage reduction at a lower cooldown and less restrictions placed on the user. It was reduced to 10% to be more in line with the lower cooldown. I would assume Dark Missionary got the same treatment.
    2) It was strictly better than Dark Missionary in like 5% of cases where physical raid damage exists. So it was made just magical so there was no disparity

    Superbolide;
    360s down from 420s
    At this point the devs should just come out and say "We only know how to balance PLD and WAR" because physical/magical damage is causing imbalances amongt tank defensives as CLEARLY SHOWN WITH DRK AND GNB
    (8)

  4. #54
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,881
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Rox_Unlimited View Post
    ...
    I should of clarified my terminology. "Supercooldown" means that you blow most or all of your non-invuln cooldowns to mitigate something. The term originated from the Akh Morn strategy from T13: Shared (Supercooldown)/Holm + Cover/Shared (Supercooldown)/Hallowed/Shared (Super + Holm). When you're running a cooldown surplus, you don't actually need to know anything about tankbuster damage, and you can pretty much pop everything. If the fight forces you to ration it out, however, you need to make decisions about which cooldowns to pair together in order to reach a safe threshold.

    O10S is a bit different because the fight doesn't let you swap out until it decides you can. So you're not dealing with a pooled set of tank cooldowns. The overarching principle still stands, though. Shorter recast invulns and cooldowns make your life easier.

    What made Hallowed historically very powerful was the fact that it used to prevent the application of certain debuffs (such as vulnerability stacks). This allowed you to reset your vuln stacks in order to solo tank something. In practice, fights generally don't allow this and I haven't seen this being an issue since mid-Heavensward. Most tanks now will tell you that recast trumps everything else. There's really one thing that makes Holmgang broken: it's the recast. It's half (or less than half) the recast of SB and Hallowed allowing double the uses, and nearly half the recast of LD despite having none of the drawbacks of the ability. There shouldn't be any tank invulns on a shorter recast than 5 minutes. A three minute recast invuln is simply dumb and is the main reason why mitigation in this game is trivial. And the way that Holmgang is, especially after its buff this expansion which removed its "drawback" - it needs to be on a lot longer recast than LD barring a similar rework.

    Yoshi-p's comment about Hallowed just reflects a lack of understanding of the role. That's also the reason why we need a battle system designer who specifically designs tanks and understands what makes them tick, as opposed to four people trying to design five roles and 17 jobs. Nobody is equally good at everything. Being extremely knowledgeable in one area often comes at the expense of being ignorant in others. That's why we specialise.
    (4)
    Last edited by Lyth; 06-15-2019 at 03:02 PM.

  5. #55
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    I disagree with invulns having to go - I like how they add variety to what you use for TBs and free up other cooldowns for more uptime during autos, raidwides and mechanical damage. Holmgang recast is completely busted though, especially now that WAR got RI and Thrill changes and Holmgang lost all drawbacks other than it's short duration(which only hurts in case of taking more than one hit in a short period of time).
    (0)

  6. #56
    Player
    joker2k203's Avatar
    Join Date
    May 2019
    Posts
    1
    Character
    Akiko Asakura
    World
    Diabolos
    Main Class
    Dark Knight Lv 70
    I'd also like to add that No Mercy seems to be a much weaker version of Paladin's Fight or Flight. It gives you the same damage bonus as Warrior's Storm's Eye combo without the benefit of being able to constantly maintain the buff. That being said I'm not going to pass my final judgement of GNB until launch.
    (0)

  7. #57
    Player
    Alexow's Avatar
    Join Date
    Jun 2019
    Posts
    9
    Character
    Shiri Elmyre
    World
    Zodiark
    Main Class
    Gunbreaker Lv 75
    Quote Originally Posted by joker2k203 View Post
    I'd also like to add that No Mercy seems to be a much weaker version of Paladin's Fight or Flight. It gives you the same damage bonus as Warrior's Storm's Eye combo without the benefit of being able to constantly maintain the buff. That being said I'm not going to pass my final judgement of GNB until launch.
    That doesnt really mean anything since Warrior is designed around having that buff up all the time, so the potencies might as well be increased by 10%, and for Paladin its kind of similar but by having two different buffs alternating between each other

    No Mercy is probably going to be similar to B4B and Raging Strikes since the 60sec cooldown means it can be used every other Cartridge Combo and every Sonic Break
    (0)
    Last edited by Alexow; 06-24-2019 at 01:27 AM.

  8. #58
    Player
    Rox_Unlimited's Avatar
    Join Date
    Jul 2015
    Posts
    91
    Character
    Rox Unlimited
    World
    Excalibur
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by joker2k203 View Post
    I'd also like to add that No Mercy seems to be a much weaker version of Paladin's Fight or Flight. It gives you the same damage bonus as Warrior's Storm's Eye combo without the benefit of being able to constantly maintain the buff. That being said I'm not going to pass my final judgement of GNB until launch.
    It has been buffed to 20% since E3
    (0)

  9. #59
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    They did buff gun on the e 3 already
    (0)

  10. #60
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Known E3 build changes for GNB (so far):
    Sonic Break:
    -100p base potency, 90p per tick, 30s dot, 60s recast
    compared to media tour;
    -300p base potency, 50p per tick, 15s dot, 30s recast
    (1000p new vs 1100p old)
    But the new also requires 1 less gcd per minute which may or may not matter, requires mapping to see the full extent of the gain
    No Mercy:
    20% up from 10%
    Gnashing Fang;
    30s cooldown down from 35s
    Heart of Light;
    10% instead of 15% and is now only magic instead of all damage
    I believe this was nerfed for 2 reasons.
    1) It was strictly better than Passage of Arms, giving the same damage reduction at a lower cooldown and less restrictions placed on the user. It was reduced to 10% to be more in line with the lower cooldown. I would assume Dark Missionary got the same treatment.
    2) It was strictly better than Dark Missionary in like 5% of cases where physical raid damage exists. So it was made just magical so there was no disparity
    Superbolide:
    360s down from 420s
    (1)

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