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  1. #29
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Claire_Pendragon View Post
    He mostly means the game has roughly 3 buttons that do nearly the same thing.
    IMO they are a bit of a middleground. They arent quite distinct enough to really justify themselves, but they are also distinct enough that you CAN pick scenarios for one over another... but imo both scenarios feel like they just did the bare minimum, and left them pretty basic.
    I understand the defensive kits of each tank, but the person has made a rather...ignorant remark, as high-end content requires the planned usage of said defensive cooldowns, which can be tight windows or require stacking of cool downs, which adding a charge system would undermine in some ways on the latter.
    The person I responded to, not having a tank at max level, it's understandable making the remark, but better to get some meaningful experience under the belt before suggesting overhauls to defensive kits.

    I do agree that defensives are basic for the most part, TBN, ToB, NF being more notably unique in how they mitigate damage compared to the rest, but generally I don't get that hung up on a cooldown mitigating for the same amount in a different way. All I care about is I know which cooldown or cooldowns I need for buster, and which I can spare for auto attacks. While not much depth, I doubt mitigation is ever going to evolve past that in XIV.

    Personally, I think having defensive cooldowns consolidated into one with charges would probably be detrimental, and make tanking further brain dead.

    Quote Originally Posted by Ultimatecalibur View Post
    He is kind of right about the core cooldowns.
    • Rampart is a 20% mitigation with a 20s duration on a 90s cooldown.
    • Vengeance, Sentinel, Shadow Wall and Nebula are 30% mitigations with 15s duartion on a 120s cooldown.
    • Raw Intuition, Sheltron, HoS and TBN are all roughly 20% mitigation with a 6s or 7s duration usable roughly every 30s.

    When you only need to use any 1 of them to survive a tankbuster the others are mostly redundant while they are off cooldown and their use order is more determined by tankbuster and tank swap timings.

    TBN is pretty much the only short mitigation cooldown that isn't redundant with Rampart and the 30%er as it does not suffer from diminishing returns from stacking (and in fact gets increased returns with stacking). Nascent Flash is also such a good cooldown because it turns a redundant mitigation cooldown into a solid self-heal.
    Not really, while yes the core three skills do the same thing, they do so at varying strength, this does not make him right. Also what I found funny was this thread complains about homogeneity, then further homogeneity enters the thread, looking to consolidate cooldowns. Personally I don't care about homogeneity, I much rather balance so HW never happens again (PLD main even back then).

    But I still rather have a choice of different cooldowns to use, where and which I stack if required regardless of Diminishing Returns, typically found in Savage and Ultimate, some tankbusters will just destroy you, if you only have one cooldown popped. Sure some cooldowns have better synergies with others, but it's negligible, at most you save a healer a cast or two, otherwise they have you covered with oGCD in most cases. Not trying to play down how absurdly strong TBN and NF are, but DR does not make another cooldown redundant, if fights do require stacking for busters.
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    Last edited by aodhan_ofinnegain; 01-15-2021 at 12:03 PM.