do you guys think that my "Shirk" macro could help with Nascent Flash?
do you guys think that my "Shirk" macro could help with Nascent Flash?
Yeah, i just copied my shirk macro and put nascent flash in it. Works fine. I have mine set to <2> for the other tank in my pty list. Hits some random melee in dungeons that way that is probaboy suiciding anyway. Much easier as a controller user.
All I want is to be able to use it without a target and it'll be great.
Make it so when you use it without a target you only get the first effect from it
Target someone with it, they will vet the second effect with it, and you don't get the first effect.
PLEASE!
I've had moments where a boss was down to it's last health and a dead party where I couldn't use Nascent Flash because no one was up with me.
Wait. Someone is unironically asking for a buff to Nascent Flash? What? It's already one of the best tank abilities in the game right now.
Nascent shouldn't be tied to raw intiution. You get into these situations at least in savage where you have split tankbusters and as a WAR you can't help your MT because you have to use Raw instead of Nascent. It makes no sense when no other tank has to sacrifice another skill just to help their MT. It makes it to where WAR has to be the MT else you are waisting not only cooldowns but also damage (see vengeance).


... All the other tanks have a similar limitation. Heart of Stone can only be cast on self or party member and is then put on cooldown. TBN can only be cast on self or party member and then is put on cooldown. Intervention and Sheltron can be both be cast at once but both trigger their 50 Oath gauge cost which takes about the same time to build up as it does for Nascent/Raw to come off cooldown.Nascent shouldn't be tied to raw intiution. You get into these situations at least in savage where you have split tankbusters and as a WAR you can't help your MT because you have to use Raw instead of Nascent. It makes no sense when no other tank has to sacrifice another skill just to help their MT. It makes it to where WAR has to be the MT else you are waisting not only cooldowns but also damage (see vengeance).
WAR is not a special snowflake in any regard except for the fact that vengeance has random 50 potency tacked on(which hardly even matters in their ST DPS balance) and the players feel like being lowkey overpowered is their god given right/class identity.
Yes it is actually. Heart maybe decide on if you want to use it on self or other tank, but as compensation you have what? Camouflage. DRK? They have Dark Mind. PLD? Has either Shelltron or intervention. These tanks have an additional defensive cooldown that is seperate from their OT help skill that they can also use on self (minus) PLD. The exception? WAR. Sure Thrill is a fringe cooldown but you don't use it on its own, you can't. The skills should be split. WAR isn't overpowered, they are lacking in quality of life changes every other Tank got in Shadowbringers.... All the other tanks have a similar limitation. Heart of Stone can only be cast on self or party member and is then put on cooldown. TBN can only be cast on self or party member and then is put on cooldown. Intervention and Sheltron can be both be cast at once but both trigger their 50 Oath gauge cost which takes about the same time to build up as it does for Nascent/Raw to come off cooldown.
WAR is not a special snowflake in any regard except for the fact that vengeance has random 50 potency tacked on(which hardly even matters in their ST DPS balance) and the players feel like being lowkey overpowered is their god given right/class identity.
Thrill of Battle is almost categorically better than Camouflage for that purpose, and is infinitely better than Dark Mind any time you're dealing with physical damage (while not actually being appreciably worse than Dark mind against magic damage in any way other than the recast time).
Nascent Flash also carries the entirely unique benefit of being a strong self-targeted survival tool while simultaneously acting as an effective helper skill.
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